我们从Python开源项目中,提取了以下11个代码示例,用于说明如何使用pygame.K_z()。
def run(self): while self.visible & this.drawing: # wait for event event = pygame.event.wait() if event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: self.select_previous() elif event.key == pygame.K_LEFT: self.select_previous() elif event.key == pygame.K_RETURN: self.activate() elif event.key == pygame.K_z: self.activate() elif event.key == pygame.K_x: self.previous_menu() elif event.key == pygame.K_RIGHT: self.select_next() # runs self, as well as show.
def _Keyboard_Event(self, key, down=True): """ Internal keyboard event, don't override this. Checks for the initial keydown of the basic testbed keys. Passes the unused ones onto the test via the Keyboard() function. """ if down: if key == pygame.K_z: # Zoom in self.viewZoom = min(2 * self.viewZoom, 500.0) elif key == pygame.K_x: # Zoom out self.viewZoom = max(0.9 * self.viewZoom, 0.02)
def process_input(self): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() if event.type == pygame.KEYDOWN: if self.state.paused: if event.key == pygame.K_r: self.state.paused = False if self.state.game_over: if event.key == pygame.K_r: self.state = State(self.ROWS, self.COLS) if event.key == pygame.K_ESCAPE: sys.exit() if self.state.running: if event.key == pygame.K_DOWN: self.state.move_piece(board.DIRECTION_DOWN) if event.key == pygame.K_LEFT: self.state.move_piece(board.DIRECTION_LEFT) if event.key == pygame.K_RIGHT: self.state.move_piece(board.DIRECTION_RIGHT) if event.key == pygame.K_x: self.state.rotate_piece() if event.key == pygame.K_z: self.state.rotate_piece(True) if event.key == pygame.K_SPACE: self.state.drop_piece() if event.key == pygame.K_p: self.state.paused = True
def __init__(self): self._mapping = [ { # Player pygame.K_d:"right", pygame.K_s:"down", pygame.K_q:"left", pygame.K_z:"up" }, { # Player 1 pygame.K_RIGHT:"right", pygame.K_DOWN:"down", pygame.K_LEFT:"left", pygame.K_UP:"up" } ]
def run(self): # while no other GUI elements are visible or not in battle while this.drawing & (not (this.text_box_visible | this.text_menu_visible | this.inbattle)): pygame.event.pump() event = pygame.event.poll() if event.type == pygame.KEYDOWN: # get keys pressed using pygame.key.get_pressed() as it is more continous than events. if event.key == pygame.K_LCTRL: # seperate hide and show buttons as they would counteract eachother. self.player_menu.show() elif event.key == pygame.K_z: self.activate() elif event.key == pygame.K_f: # quick testing key to find if the battles work has to be with a background # where Lucidia Bright is present. battle(self, this.onscreen_sprites["Lucida Bright"]) pygame.time.delay(5) keys = pygame.key.get_pressed() if keys[pygame.K_UP]: self.facing("backward") self.move(0, -1) elif keys[pygame.K_DOWN]: self.facing("forward") self.move(0, 1) elif keys[pygame.K_LEFT]: self.facing("left") self.move(-1, 0) elif keys[pygame.K_RIGHT]: self.facing("right") self.move(1, 0)
def keyEvent(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: self.down = 0 if event.key == pygame.K_UP: self.up = 0 if event.key == pygame.K_LEFT: self.left = 0 if event.key == pygame.K_RIGHT: self.right = 0 if event.key == pygame.K_a: self.start = 0 if event.key == pygame.K_s: self.select = 0 if event.key == pygame.K_x: self.b = 0 if event.key == pygame.K_z: self.a = 0 if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: self.down = 1 if event.key == pygame.K_UP: self.up = 1 if event.key == pygame.K_LEFT: self.left = 1 if event.key == pygame.K_RIGHT: self.right = 1 if event.key == pygame.K_a: self.start = 1 if event.key == pygame.K_s: self.select = 1 if event.key == pygame.K_x: self.b = 1 if event.key == pygame.K_z: self.a = 1
def handle_events(self, event): if event.type== pygame.KEYDOWN: if event.key == pygame.K_UP: self.swcha ^= 0x10 elif event.key == pygame.K_DOWN: self.swcha ^= 0x20 elif event.key == pygame.K_LEFT: self.swcha ^= 0x40 self.paddle0 = 1 elif event.key == pygame.K_RIGHT: self.swcha ^= 0x80 self.paddle0 = -1 elif event.key == pygame.K_s: # Game select self.swchb ^= 0x1 elif event.key == pygame.K_r: # Game reset self.swchb ^= 0x2 elif event.key == pygame.K_1: self.swchb ^= 0x40 print("P0 dificulty %s"%(("hard", "easy")[self.swchb & 0x40 != 0])) elif event.key == pygame.K_2: self.swchb ^= 0x80 print("P1 dificulty %s"%(("hard", "easy")[self.swchb & 0x80 != 0])) elif event.key == pygame.K_c: # toggle black and white self.swchb ^= 0x8 elif event.key == pygame.K_z: # toggle black and white self.input7 &= 0x7F elif event.key == pygame.K_q: # Dodgy quit self.quit = 0x1 pygame.quit() sys.exit() # Custom key events elif event.key == pygame.K_LEFTBRACKET: self._save_state = 0x1 elif event.key == pygame.K_RIGHTBRACKET: self._restore_state = 0x1 elif event.type== pygame.KEYUP: if event.key == pygame.K_UP: self.swcha |= 0x10 elif event.key == pygame.K_DOWN: self.swcha |= 0x20 elif event.key == pygame.K_LEFT: self.swcha |= 0x40 self.paddle0 = 0 elif event.key == pygame.K_RIGHT: self.swcha |= 0x80 self.paddle0 = 0 elif event.key == pygame.K_s: # Game select self.swchb |= 0x1 elif event.key == pygame.K_r: # Game reset self.swchb |= 0x2 elif event.key == pygame.K_z: # toggle black and white self.input7 |= 0x80 # Custom key events elif event.key == pygame.K_LEFTBRACKET: self._save_state = 0x0 elif event.key == pygame.K_RIGHTBRACKET: self._restore_state = 0x0