我们从Python开源项目中,提取了以下2个代码示例,用于说明如何使用pygame.K_i()。
def update(self, frameNumber, editor): for event, pos in editor.context.events: if event.type == pygame.KEYDOWN: bone = editor.getActiveBone() key = event.key if key == pygame.K_i: if bone: if event.mod & pygame.KMOD_ALT: if bone.name in self.frames[frameNumber].keys: del self.frames[frameNumber].keys[bone.name] else: key = self.frames[frameNumber].getBoneKey(bone.name) copyKeyData(bone, key) self.dirty = True elif key == pygame.K_o: if bone: data = self.getBoneData(bone.name) data.repeat = not data.repeat self.dirty = True elif key == pygame.K_p: if bone: data = self.getBoneData(bone.name) data.reversed = not data.reversed self.dirty = True
def event_loop(self): for event in pg.event.get(): self.keys = pg.key.get_pressed() if event.type == pg.QUIT or self.keys[pg.K_ESCAPE]: self.done = True self.closed = True elif event.type == pg.KEYDOWN and self.keys[pg.K_i]: # import pdb # pdb.set_trace() print 'Player at: ' print self.player.rect print self.player.rect.x print self.player.rect.y print 'Camera at: ' print self.camera.state print 'Painting at: ' print [(self.mouse[0], self.mouse[1]), (self.player.rect.centerx + abs(self.camera.state.x), self.player.rect.centery + abs(self.camera.state.y))] print 'Angle:' print self.angle elif event.type == pg.KEYDOWN: self.player.add_direction(event.key) elif event.type == pg.KEYUP: self.player.pop_direction(event.key) if event.type == pg.MOUSEBUTTONDOWN and event.button == 1: if self.player.bullets_left > 0 and self.player.weapon: self.player_bullets.add(Bullet(self.player.rect.center, self.angle)) self.player.bullets_left -= 1 elif event.type == pg.MOUSEMOTION: self.get_angle(event.pos)