Python pygame.K_d() Examples
The following are 30
code examples of pygame.K_d().
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Example #1
Source File: sprites.py From pygame_tutorials with MIT License | 8 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #2
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #3
Source File: main_3.py From python-examples with MIT License | 6 votes |
def __init__(self): pygame.init() self.screen = pygame.display.set_mode( (800,600) ) pygame.display.set_caption("Collisions") self.player = Player(keyboard={ 'left': pygame.K_LEFT, 'right': pygame.K_RIGHT, 'up': pygame.K_UP, 'down': pygame.K_DOWN, }) self.enemy = Player(keyboard={ 'left': pygame.K_a, 'right': pygame.K_d, 'up': pygame.K_w, 'down': pygame.K_s, }) self.enemy.set_center(self.screen) self.font = pygame.font.SysFont("", 32) self.text = ''
Example #4
Source File: main_4.py From python-examples with MIT License | 6 votes |
def __init__(self): pygame.init() self.screen = pygame.display.set_mode( (800,600) ) pygame.display.set_caption("Collisions") self.player = Player(keyboard={ 'left': pygame.K_LEFT, 'right': pygame.K_RIGHT, 'up': pygame.K_UP, 'down': pygame.K_DOWN, }) self.enemy = Player(keyboard={ 'left': pygame.K_a, 'right': pygame.K_d, 'up': pygame.K_w, 'down': pygame.K_s, }) self.enemy.set_center(self.screen) self.font = pygame.font.SysFont("", 32) self.text = ''
Example #5
Source File: earth.py From code-jam-5 with MIT License | 6 votes |
def update(self, event: pg.event) -> None: """Update game logic with each game tick.""" if game_vars.is_started: # Scroll the earth into view when the game starts if self.entry_y_offset > 0: self.entry_y_offset = max(self.entry_y_offset - self.entry_speed, 0) # If we are not doing a task - we can move the background if not game_vars.open_task: key_pressed = pg.key.get_pressed() if key_pressed[pg.K_a] or key_pressed[pg.K_LEFT]: self.__scroll_left() if key_pressed[pg.K_d] or key_pressed[pg.K_RIGHT]: self.__scroll_right() self.__update_tiles(event) else: game_vars.open_task.update(event) self.current_cloud_bg_pos += BG_CLOUDS_SCROLL_SPEED self.current_cloud_fg_pos += FG_CLOUDS_SCROLL_SPEED self.__update_positions() self.__update_indicators()
Example #6
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) choice(self.game.weapon_sounds['gun']).play() MuzzleFlash(self.game, pos)
Example #7
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #8
Source File: manual-control-pygame.py From DJITelloPy with MIT License | 6 votes |
def keyup(self, key): """ Update velocities based on key released Arguments: key: pygame key """ if key == pygame.K_UP or key == pygame.K_DOWN: # set zero forward/backward velocity self.for_back_velocity = 0 elif key == pygame.K_LEFT or key == pygame.K_RIGHT: # set zero left/right velocity self.left_right_velocity = 0 elif key == pygame.K_w or key == pygame.K_s: # set zero up/down velocity self.up_down_velocity = 0 elif key == pygame.K_a or key == pygame.K_d: # set zero yaw velocity self.yaw_velocity = 0 elif key == pygame.K_t: # takeoff self.tello.takeoff() self.send_rc_control = True elif key == pygame.K_l: # land not self.tello.land() self.send_rc_control = False
Example #9
Source File: manual-control-pygame.py From DJITelloPy with MIT License | 6 votes |
def keydown(self, key): """ Update velocities based on key pressed Arguments: key: pygame key """ if key == pygame.K_UP: # set forward velocity self.for_back_velocity = S elif key == pygame.K_DOWN: # set backward velocity self.for_back_velocity = -S elif key == pygame.K_LEFT: # set left velocity self.left_right_velocity = -S elif key == pygame.K_RIGHT: # set right velocity self.left_right_velocity = S elif key == pygame.K_w: # set up velocity self.up_down_velocity = S elif key == pygame.K_s: # set down velocity self.up_down_velocity = -S elif key == pygame.K_a: # set yaw counter clockwise velocity self.yaw_velocity = -S elif key == pygame.K_d: # set yaw clockwise velocity self.yaw_velocity = S
Example #10
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #11
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #12
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #13
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #14
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #15
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) choice(self.game.weapon_sounds['gun']).play() MuzzleFlash(self.game, pos)
Example #16
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #17
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #18
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) choice(self.game.weapon_sounds['gun']).play() MuzzleFlash(self.game, pos)
Example #19
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #20
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #21
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #22
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #23
Source File: sprites.py From gamedev with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) choice(self.game.weapon_sounds['gun']).play() MuzzleFlash(self.game, pos)
Example #24
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.vx, self.vy = 0, 0 keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.vx = -PLAYER_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.vx = PLAYER_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vy = -PLAYER_SPEED if keys[pg.K_DOWN] or keys[pg.K_s]: self.vy = PLAYER_SPEED if self.vx != 0 and self.vy != 0: self.vx *= 0.7071 self.vy *= 0.7071
Example #25
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: self.shoot()
Example #26
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: self.shoot()
Example #27
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
Example #28
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.vx, self.vy = 0, 0 keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.vx = -PLAYER_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.vx = PLAYER_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vy = -PLAYER_SPEED if keys[pg.K_DOWN] or keys[pg.K_s]: self.vy = PLAYER_SPEED if self.vx != 0 and self.vy != 0: self.vx *= 0.7071 self.vy *= 0.7071
Example #29
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
Example #30
Source File: sprites.py From gamedev with MIT License | 5 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)