Python pygame.K_f() Examples

The following are 9 code examples of pygame.K_f(). 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: 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 #2
Source File: Base.py    From three.py with MIT License 5 votes vote down vote up
def run(self):

        self.initialize()
        
        while self.running:
        
            # update input state (down, pressed, up)
            self.input.update()
    
            if self.input.quit():
                self.running = False

            # debug tools
            
            # print FPS (Ctrl+F)
            if (self.input.isKeyPressed(pygame.K_LCTRL) or self.input.isKeyPressed(pygame.K_RCTRL)) and self.input.isKeyDown(pygame.K_f):
                fps = self.clock.get_fps()
                print( "FPS: " + str(int(fps)) )
                
            # save screenshot (Ctrl+S)
            if (self.input.isKeyPressed(pygame.K_LCTRL) or self.input.isKeyPressed(pygame.K_RCTRL)) and self.input.isKeyDown(pygame.K_s):
                timeString = str( int(1000 * time.time()) )
                fileName = "image-" + timeString + ".png"
                pygame.image.save(self.screen, fileName)
                
            self.deltaTime = self.clock.get_time() / 1000.0
            
            self.update()
            
            # display image on screen
            pygame.display.flip()

            # limit to 60 FPS
            self.clock.tick(60)

        # end of program
        pygame.quit()
        sys.exit() 
Example #3
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 #4
Source File: main.py    From Hermit with MIT License 5 votes vote down vote up
def keyupdowncontrol(event):
	global keyseq, showconsole, fullscreen
	if event.type == pygame.QUIT: sys.exit()
	man.keyupdowncontrol(event,horse)

	if event.type == pygame.KEYDOWN:
		if showconsole:
			k = pygame.key.name(event.key)
			#print k
			if k == "return":
				exe("".join(keyseq))
				showconsole = False
			elif k == "space":
				keyseq.append(" ")
			elif k == "-":
				keyseq.append("-")
			elif len(k) == 1:
				keyseq.append(k)
			elif event.key == pygame.K_BACKSPACE :
				if len(keyseq) > 0:
					keyseq.pop()

		if event.key == pygame.K_SLASH:
			showconsole = not showconsole
			if showconsole:
				settings.msg = ["CONSOLE READY.",settings.msgt]
			else:
				settings.msg = ["",settings.msgt]
			keyseq = []

		if event.key == pygame.K_f and not showconsole:
			fullscreen = not fullscreen
			if fullscreen:
				pygame.display.set_mode([width/2,height+50],pygame.FULLSCREEN)
			else:
				pygame.display.set_mode([width/2,height+50])
				pygame.display.set_caption("") 
Example #5
Source File: booth.py    From pibooth with MIT License 5 votes vote down vote up
def find_fullscreen_event(self, events):
        """Return the first found event if found in the list.
        """
        for event in events:
            if event.type == pygame.KEYDOWN and \
                    event.key == pygame.K_f and pygame.key.get_mods() & pygame.KMOD_CTRL:
                return event
        return None 
Example #6
Source File: glcube.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def main():
    "run the demo"
    #initialize pygame and setup an opengl display
    pygame.init()

    fullscreen = True
    pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF|FULLSCREEN)

    init_gl_stuff()

    going = True
    while going:
        #check for quit'n events
        events = pygame.event.get()
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                going = False

            elif event.type == KEYDOWN:
                if event.key == pygame.K_f:
                    if not fullscreen:
                        print("Changing to FULLSCREEN")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF | FULLSCREEN)
                    else:
                        print("Changing to windowed mode")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF)
                    fullscreen = not fullscreen
                    init_gl_stuff()


        #clear screen and move camera
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        #orbit camera around by 1 degree
        glRotatef(1, 0, 1, 0)

        drawcube()
        pygame.display.flip()
        pygame.time.wait(10) 
Example #7
Source File: glcube.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def main():
    "run the demo"
    #initialize pygame and setup an opengl display
    pygame.init()

    fullscreen = True
    pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF|FULLSCREEN)

    init_gl_stuff()

    going = True
    while going:
        #check for quit'n events
        events = pygame.event.get()
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                going = False

            elif event.type == KEYDOWN:
                if event.key == pygame.K_f:
                    if not fullscreen:
                        print("Changing to FULLSCREEN")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF | FULLSCREEN)
                    else:
                        print("Changing to windowed mode")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF)
                    fullscreen = not fullscreen
                    init_gl_stuff()


        #clear screen and move camera
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        #orbit camera around by 1 degree
        glRotatef(1, 0, 1, 0)

        drawcube()
        pygame.display.flip()
        pygame.time.wait(10) 
Example #8
Source File: glcube.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def main():
    "run the demo"
    #initialize pygame and setup an opengl display
    pygame.init()

    fullscreen = True
    pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF|FULLSCREEN)

    init_gl_stuff()

    going = True
    while going:
        #check for quit'n events
        events = pygame.event.get()
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                going = False

            elif event.type == KEYDOWN:
                if event.key == pygame.K_f:
                    if not fullscreen:
                        print("Changing to FULLSCREEN")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF | FULLSCREEN)
                    else:
                        print("Changing to windowed mode")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF)
                    fullscreen = not fullscreen
                    init_gl_stuff()


        #clear screen and move camera
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        #orbit camera around by 1 degree
        glRotatef(1, 0, 1, 0)

        drawcube()
        pygame.display.flip()
        pygame.time.wait(10) 
Example #9
Source File: glcube.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def main():
    "run the demo"
    #initialize pygame and setup an opengl display
    pygame.init()

    fullscreen = True
    pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF|FULLSCREEN)

    init_gl_stuff()

    going = True
    while going:
        #check for quit'n events
        events = pygame.event.get()
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                going = False

            elif event.type == KEYDOWN:
                if event.key == pygame.K_f:
                    if not fullscreen:
                        print("Changing to FULLSCREEN")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF | FULLSCREEN)
                    else:
                        print("Changing to windowed mode")
                        pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF)
                    fullscreen = not fullscreen
                    init_gl_stuff()


        #clear screen and move camera
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        #orbit camera around by 1 degree
        glRotatef(1, 0, 1, 0)

        drawcube()
        pygame.display.flip()
        pygame.time.wait(10)