Python pygame.K_q() Examples
The following are 11
code examples of pygame.K_q().
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Example #1
Source File: recipe-578996.py From code with MIT License | 6 votes |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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())