Python pygame.K_q() Examples

The following are 11 code examples of pygame.K_q(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module pygame , or try the search function .
Example #1
Source File: recipe-578996.py    From code with MIT License 6 votes vote down vote up
def game_intro():
    intro=True
    while intro:
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                quit()
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_c:
                    intro=False
                if event.key==pygame.K_q:
                    pygame.quit()
                    quit()
        gameDisplay.fill(white)
        
        message_to_screen("Welcome to Flafel",green,-100,"large")
        message_to_screen("The objective of the game is to eat red apples",black,-30)
        message_to_screen("The more apples you eat,the longer you get",black,10)
        message_to_screen("If you run into yourself, or the edges, you die!",black,50)
        message_to_screen("Press C to play, P to pause or Q to quit",black,180)
        pygame.display.update()
        clock.tick(15) 
Example #2
Source File: recipe-578996.py    From code with MIT License 6 votes vote down vote up
def pause():

    paused=True
    
    message_to_screen("Paused",black,-100,size="large")
    message_to_screen("Press C to continue or Q to quit",black,25)

    pygame.display.update()

    while paused:
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                quit()
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_c:
                    paused=False
                elif event.key==pygame.K_q:
                    pygame.quit()
                    quit()
        
        clock.tick(5) 
Example #3
Source File: game_functions.py    From alien-invasion-game with MIT License 6 votes vote down vote up
def check_keydown_events(event: EventType, ai_settings: Settings
                         , stats: GameStats, game_items: GameItems):
    """Respond when key is being pressed."""
    if event.key == pygame.K_RIGHT:
        # Move ship to the right.
        game_items.ship.moving_right = True

    elif event.key == pygame.K_LEFT:
        # Move ship to the left.
        game_items.ship.moving_left = True

    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, game_items)

    elif event.key == pygame.K_q:
        quit_game(stats)

    elif event.key == pygame.K_RETURN:  # ENTER key
        start_new_game(ai_settings, stats, game_items) 
Example #4
Source File: game.py    From wasabi2d with GNU Lesser General Public License v3.0 6 votes vote down vote up
def dispatch_event(self, event):
        if event.type == pygame.QUIT:
            sys.exit(0)
        if event.type == pygame.KEYDOWN:
            self.keyboard._press(event.key)
            if event.key == pygame.K_q and event.mod & self.CTRL_ALT:
                sys.exit(0)
            elif event.key == pygame.K_F12:
                video = event.mod & self.SHIFT
                event = ScreenShotEvent(ScreenShotEvent, video)
        elif event.type == pygame.KEYUP:
            self.keyboard._release(event.key)

        handler = self.handlers.get(event.type)
        if handler:
            handler(event)
            return True
        return False 
Example #5
Source File: draw.py    From rpisurv with GNU General Public License v2.0 5 votes vote down vote up
def check_keypress():
    try:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q or event.key == pygame.K_a or event.key == pygame.K_KP_DIVIDE or event.key == pygame.K_BACKSPACE:
                    logger.debug("Keypress 'a' or 'q' or 'backspace' or 'keypad /' detected.")
                    return "end_event"
                if event.key == pygame.K_n or event.key == pygame.K_SPACE or event.key == pygame.K_KP_PLUS:
                    logger.debug("Keypress 'n' or 'space' or 'keypad +' detected.")
                    return "next_event"
                if event.key == pygame.K_r or event.key == pygame.K_KP_PERIOD or event.key == pygame.K_COMMA:
                    logger.debug("Keypress 'r' or ',' or 'keypad .' detected")
                    return "resume_rotation"
                if event.key == pygame.K_p or event.key == pygame.K_KP_MULTIPLY:
                    logger.debug("Keypress 'p' or 'keypad *' detected")
                    return "pause_rotation"
                for numeric_key_counter, key in enumerate([pygame.K_F1,pygame.K_F2,pygame.K_F3,pygame.K_F4,pygame.K_F5,pygame.K_F6,pygame.K_F7,pygame.K_F8,pygame.K_F9,pygame.K_F10,pygame.K_F11,pygame.K_F12]):
                    if event.key == key:
                        logger.debug("Keypress 'F" + str(numeric_key_counter + 1) + "' detected")
                        return numeric_key_counter
                for numeric_key_counter, key in enumerate([pygame.K_KP0,pygame.K_KP1,pygame.K_KP2,pygame.K_KP3,pygame.K_KP4,pygame.K_KP5,pygame.K_KP6,pygame.K_KP7,pygame.K_KP8,pygame.K_KP9]):
                    if event.key == key:
                        logger.debug("Keypress 'keypad " + str(numeric_key_counter + 1) + "' detected")
                        return numeric_key_counter
                else:
                    return None
    except pygame.error as e:
        logger.debug("Exception " + repr(e))
        exit(0) 
Example #6
Source File: kernal.py    From RoboMaster-AI-Challenge-Simulator-2D with MIT License 5 votes vote down vote up
def get_order(self): 
        # get order from controler
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True
        pressed = pygame.key.get_pressed()
        if pressed[pygame.K_1]: self.n = 0
        if pressed[pygame.K_2]: self.n = 1
        if pressed[pygame.K_3]: self.n = 2
        if pressed[pygame.K_4]: self.n = 3
        self.orders[self.n] = 0
        if pressed[pygame.K_w]: self.orders[self.n, 0] += 1
        if pressed[pygame.K_s]: self.orders[self.n, 0] -= 1
        if pressed[pygame.K_q]: self.orders[self.n, 1] -= 1
        if pressed[pygame.K_e]: self.orders[self.n, 1] += 1
        if pressed[pygame.K_a]: self.orders[self.n, 2] -= 1
        if pressed[pygame.K_d]: self.orders[self.n, 2] += 1
        if pressed[pygame.K_b]: self.orders[self.n, 3] -= 1
        if pressed[pygame.K_m]: self.orders[self.n, 3] += 1
        if pressed[pygame.K_SPACE]: self.orders[self.n, 4] = 1
        else: self.orders[self.n, 4] = 0
        if pressed[pygame.K_f]: self.orders[self.n, 5] = 1
        else: self.orders[self.n, 5] = 0
        if pressed[pygame.K_r]: self.orders[self.n, 6] = 1
        else: self.orders[self.n, 6] = 0
        if pressed[pygame.K_n]: self.orders[self.n, 7] = 1
        else: self.orders[self.n, 7] = 0
        if pressed[pygame.K_TAB]: self.dev = True
        else: self.dev = False
        return False 
Example #7
Source File: FirstPersonController.py    From three.py with MIT License 5 votes vote down vote up
def __init__(self, input, target):
        
        super().__init__()
    
        self.input = input
        self.target = target
        
        # forward vector stays level with horizontal plane
        self.forward = np.array( [0, 0, -1] )
        # up vector is constant
        self.up = np.array( [0,1,0] )
        # recalculate right vector whenever forward vector changes
        self.right = np.cross( self.forward, self.up )
        
        # control rate of movement
        self.deltaTime = 1.0/60.0 # TODO: get actual number from input? 
        self.unitsPerSecond = 1
        self.moveAmount = self.unitsPerSecond * self.deltaTime
        self.degreesPerSecond = 60
        self.turnAmount = self.degreesPerSecond * (3.1415926 / 180) * self.deltaTime

        # customizable key mappings
        # standard controls (WASDRF, QETG)     

        self.KEY_MOVE_FORWARDS  = pygame.K_w
        self.KEY_MOVE_BACKWARDS = pygame.K_s
        self.KEY_MOVE_LEFT      = pygame.K_a
        self.KEY_MOVE_RIGHT     = pygame.K_d
        self.KEY_MOVE_UP        = pygame.K_r
        self.KEY_MOVE_DOWN      = pygame.K_f
        self.KEY_TURN_LEFT      = pygame.K_q
        self.KEY_TURN_RIGHT     = pygame.K_e
        self.KEY_LOOK_UP        = pygame.K_t
        self.KEY_LOOK_DOWN      = pygame.K_g 
Example #8
Source File: SnakeGameFinal.py    From Learning-Python-by-building-games with MIT License 5 votes vote down vote up
def intro_for_game():
    intro_screen = True

    while intro_screen:

        for eachEvent in game.event.get():
            if eachEvent.type == game.QUIT:
                game.quit()
                quit()

            if eachEvent.type == game.KEYDOWN:
                if eachEvent.key == game.K_c:
                    intro_screen = False
                if eachEvent.key == game.K_q:
                    game.quit()
                    quit()

        DisplayScreen.fill(color_white)
        display_ScreenMessage("Welcome to drawSnake",
                          green,
                          -100,
                          "large")
        display_ScreenMessage("",
                          color_black,
                          -30)

        display_ScreenMessage("",
                          color_black,
                          10)

        display_ScreenMessage("Made by Python Programmers",
                          color_black,
                          50)

        display_ScreenMessage("Press C to play or Q to quit.",
                          color_red,
                          180)

        game.display.update()
        objectClock.tick(15) 
Example #9
Source File: cnc_display.py    From MonitorDarkly with GNU General Public License v3.0 5 votes vote down vote up
def display_frame():
    for event in pg.event.get():
        if event.type == pg.QUIT:
            sys.exit(0)

        if event.type == pg.KEYDOWN:
            if event.key == pg.K_q:
                sys.exit(0)


    pg.display.flip() 
Example #10
Source File: interactive_control_train.py    From autonomous-rc-car with MIT License 5 votes vote down vote up
def get_keys():
    """Returns a tuple of (UP, DOWN, LEFT, RIGHT, change, ACCELERATE,
    DECELERATE, stop) representing which keys are UP or DOWN and
    whether or not the key states changed.
    """
    change = False
    stop = False
    key_to_global_name = {
        pygame.K_LEFT: 'LEFT',
        pygame.K_RIGHT: 'RIGHT',
        pygame.K_UP: 'UP',
        pygame.K_DOWN: 'DOWN',
        pygame.K_ESCAPE: 'QUIT',
        pygame.K_q: 'QUIT',
        pygame.K_w: 'ACCELERATE',
        pygame.K_s: 'DECELERATE'
    }
    for event in pygame.event.get():
        if event.type in {pygame.K_q, pygame.K_ESCAPE}:
            stop = True
        elif event.type in {pygame.KEYDOWN, pygame.KEYUP}:
            down = (event.type == pygame.KEYDOWN)
            change = (event.key in key_to_global_name)
            if event.key in key_to_global_name:
                globals()[key_to_global_name[event.key]] = down
    return (UP, DOWN, LEFT, RIGHT, change, ACCELERATE, DECELERATE, stop) 
Example #11
Source File: rc_control_test.py    From AutoRCCar with BSD 2-Clause "Simplified" License 4 votes vote down vote up
def steer(self):

        while self.send_inst:
            for event in pygame.event.get():
                if event.type == KEYDOWN:
                    key_input = pygame.key.get_pressed()

                    # complex orders
                    if key_input[pygame.K_UP] and key_input[pygame.K_RIGHT]:
                        print("Forward Right")
                        self.ser.write(chr(6).encode())

                    elif key_input[pygame.K_UP] and key_input[pygame.K_LEFT]:
                        print("Forward Left")
                        self.ser.write(chr(7).encode())

                    elif key_input[pygame.K_DOWN] and key_input[pygame.K_RIGHT]:
                        print("Reverse Right")
                        self.ser.write(chr(8).encode())

                    elif key_input[pygame.K_DOWN] and key_input[pygame.K_LEFT]:
                        print("Reverse Left")
                        self.ser.write(chr(9).encode())

                    # simple orders
                    elif key_input[pygame.K_UP]:
                        print("Forward")
                        self.ser.write(chr(1).encode())

                    elif key_input[pygame.K_DOWN]:
                        print("Reverse")
                        self.ser.write(chr(2).encode())

                    elif key_input[pygame.K_RIGHT]:
                        print("Right")
                        self.ser.write(chr(3).encode())

                    elif key_input[pygame.K_LEFT]:
                        print("Left")
                        self.ser.write(chr(4).encode())

                    # exit
                    elif key_input[pygame.K_x] or key_input[pygame.K_q]:
                        print("Exit")
                        self.send_inst = False
                        self.ser.write(chr(0).encode())
                        self.ser.close()
                        break

                elif event.type == pygame.KEYUP:
                    self.ser.write(chr(0).encode())