Python pygame.KEYUP Examples
The following are 30
code examples of pygame.KEYUP().
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Example #1
Source File: Input.py From three.py with MIT License | 7 votes |
def update(self): self.keyDownList = [] self.keyUpList = [] self.mouseButtonDown = False self.mouseButtonUp = False self.windowResize = False for event in pygame.event.get(): # checks input events (discrete) if event.type == pygame.KEYDOWN: self.keyDownList.append( event.key ) self.keyPressedList.append( event.key ) elif event.type == pygame.KEYUP: self.keyPressedList.remove( event.key ) self.keyUpList.append( event.key ) elif event.type == pygame.MOUSEBUTTONDOWN: self.mouseButtonDown = True self.mouseButtonPressed = True elif event.type == pygame.MOUSEBUTTONUP: self.mouseButtonPressed = False self.mouseButtonUp = True elif event.type == pygame.QUIT: self.quitStatus = True elif event.type == pygame.VIDEORESIZE: self.windowResize = True self.windowWidth = event.w self.windowHeight = event.h
Example #2
Source File: shmup-14.py From pygame_tutorials with MIT License | 6 votes |
def show_go_screen(): screen.blit(background, background_rect) draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4) draw_text(screen, "Arrow keys move, Space to fire", 22, WIDTH / 2, HEIGHT / 2) draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4) pygame.display.flip() waiting = True while waiting: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.KEYUP: waiting = False # Load all game graphics
Example #3
Source File: shmup.py From pygame_tutorials with MIT License | 6 votes |
def show_go_screen(): screen.blit(background, background_rect) draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4) draw_text(screen, "Arrow keys move, Space to fire", 22, WIDTH / 2, HEIGHT / 2) draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4) pygame.display.flip() waiting = True while waiting: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.KEYUP: waiting = False # Load all game graphics
Example #4
Source File: ConfigMenu.py From PyMenu with GNU General Public License v3.0 | 6 votes |
def handleEvents(self, events): if(self.subComponent != None): self.subComponent.handleEvents(events) return if(self.overlay != None): self.overlay.handleEvents(events) return for event in events: if event.type == pygame.KEYDOWN: if event.key == Keys.DINGOO_BUTTON_Y: self.toggleSidebar(True) if event.type == pygame.KEYUP: if event.key == Keys.DINGOO_BUTTON_START: self.originalTarget.update(self.optionTarget) self.callback(self.originalTarget) RenderControl.setDirty() if(self.overlay == None and self.subComponent == None): AbstractList.AbstractList.handleEvents(self,events)
Example #5
Source File: SelectionList.py From PyMenu with GNU General Public License v3.0 | 6 votes |
def handleEvents(self, events): if(self.subComponent != None): self.subComponent.handleEvents(events) return if(self.overlay != None): self.overlay.handleEvents(events) return for event in events: if event.type == pygame.KEYDOWN: if event.key == Keys.DINGOO_BUTTON_SELECT: pass if event.type == pygame.KEYUP: if event.key == Keys.DINGOO_BUTTON_START: self.callback(self.data) return if(self.overlay is None): AbstractList.AbstractList.handleEvents(self, events)
Example #6
Source File: graphics.py From highway-env with MIT License | 6 votes |
def handle_continuous_action_event(cls, action_type: ContinuousAction, event: pygame.event.EventType) -> None: action = action_type.last_action.copy() steering_index = action_type.space().shape[0] - 1 if event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT and action_type.lateral: action[steering_index] = 0.7 if event.key == pygame.K_LEFT and action_type.lateral: action[steering_index] = -0.7 if event.key == pygame.K_DOWN and action_type.longitudinal: action[0] = -0.7 if event.key == pygame.K_UP and action_type.longitudinal: action[0] = 0.7 elif event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT and action_type.lateral: action[steering_index] = 0 if event.key == pygame.K_LEFT and action_type.lateral: action[steering_index] = 0 if event.key == pygame.K_DOWN and action_type.longitudinal: action[0] = 0 if event.key == pygame.K_UP and action_type.longitudinal: action[0] = 0 action_type.act(action)
Example #7
Source File: io_keyboard.py From foos with GNU General Public License v3.0 | 6 votes |
def reader_thread(self): # Only allow keyboard events pygame.event.set_allowed(None) pygame.event.set_allowed([pygame.KEYDOWN, pygame.KEYUP]) while True: e = pygame.event.wait() code = e.scancode if code in self.key_map: btn = self.key_map[code] state = "down" if e.type == pygame.KEYDOWN else "up" event_data = {'source': 'keyboard', 'btn': btn, 'state': state} self.bus.notify('button_event', event_data) if code in self.goal_map and e.type == pygame.KEYDOWN: team = self.goal_map[code] self.bus.notify('goal_event', {'source': 'keyboard', 'team': team}) if code == 60: # PERIOD self.bus.notify('quit') return
Example #8
Source File: carla08interface.py From coiltraine with MIT License | 6 votes |
def parse_events(self, world, clock): for event in pygame.event.get(): if event.type == pygame.QUIT: return True elif event.type == pygame.KEYUP: if self._is_quit_shortcut(event.key): return True elif event.key == K_BACKSPACE: world.restart() elif event.key == K_F1: world.hud.toggle_info() elif event.key == K_h or ( event.key == K_SLASH and pygame.key.get_mods() & KMOD_SHIFT): world.hud.help.toggle() elif event.key == K_LEFT: self._command_cache = 3.0 elif event.key == K_RIGHT: self._command_cache = 4.0 elif event.key == K_DOWN: self._command_cache = 2.0 elif event.key == K_UP: self._command_cache = 5.0 world._command_cache = self._command_cache
Example #9
Source File: carla09interface.py From coiltraine with MIT License | 6 votes |
def parse_events(self, world, clock): for event in pygame.event.get(): if event.type == pygame.QUIT: return True elif event.type == pygame.KEYUP: if self._is_quit_shortcut(event.key): return True elif event.key == K_BACKSPACE: world.restart() elif event.key == K_F1: world.hud.toggle_info() elif event.key == K_h or ( event.key == K_SLASH and pygame.key.get_mods() & KMOD_SHIFT): world.hud.help.toggle() elif event.key == K_LEFT: self._command_cache = 3.0 elif event.key == K_RIGHT: self._command_cache = 4.0 elif event.key == K_DOWN: self._command_cache = 2.0 elif event.key == K_UP: self._command_cache = 5.0 world._command_cache = self._command_cache
Example #10
Source File: utils.py From pygame-menu with MIT License | 6 votes |
def check_key_pressed_valid(event): """ Checks if the pressed key is valid. :param event: Key press event :type event: :py:class:`pygame.event.Event` :return: True if a key is pressed :rtype: bool """ # If the system detects that any key event has been pressed but # there's not any key pressed then this method raises a KEYUP # flag bad_event = not (True in pygame.key.get_pressed()) if bad_event: if 'test' in event.dict and event.dict['test']: return True ev = pygame.event.Event(pygame.KEYUP, {'key': event.key}) pygame.event.post(ev) return not bad_event
Example #11
Source File: game_functions.py From alien-invasion-game with MIT License | 6 votes |
def check_events(ai_settings: Settings, stats: GameStats, game_items: GameItems): """Respond to keypresses and mouse events.""" # Watch for keyboard and mouse events. for event in pygame.event.get(): if event.type == pygame.QUIT: quit_game(stats) elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, stats, game_items) elif event.type == pygame.KEYUP: check_keyup_events(event, game_items.ship) elif event.type == pygame.MOUSEBUTTONDOWN: check_mousedown_events(ai_settings, stats, game_items)
Example #12
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 #13
Source File: player.py From Tutoriales_juegos_Python with GNU General Public License v3.0 | 6 votes |
def handle_event(self, event): if event.type == pygame.QUIT: game_over = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.update('left') if event.key == pygame.K_RIGHT: self.update('right') if event.key == pygame.K_UP: self.update('up') if event.key == pygame.K_DOWN: self.update('down') if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.update('stand_left') if event.key == pygame.K_RIGHT: self.update('stand_right') if event.key == pygame.K_UP: self.update('stand_up') if event.key == pygame.K_DOWN: self.update('stand_down')
Example #14
Source File: fiveinrow-v-final.py From pygame-development with MIT License | 6 votes |
def show_go_screen(surf, winner=None): note_height = 10 if winner is not None: draw_text(surf, 'You {0} !'.format('win!' if winner == USER else 'lose!'), 64, WIDTH // 2, note_height, RED) else: screen.blit(background, back_rect) draw_text(surf, 'Five in row', 64, WIDTH // 2, note_height + HEIGHT // 4, BLACK) draw_text(surf, 'Press any key to start', 22, WIDTH // 2, note_height + HEIGHT // 2, BLUE) pygame.display.flip() waiting = True while waiting: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() elif event.type == pygame.KEYUP: waiting = False
Example #15
Source File: debugConsole.py From universalSmashSystem with GNU General Public License v3.0 | 6 votes |
def readline(self): clock = pygame.time.Clock() inputObj = pygcurse.PygcurseInput(self.pyg_surface) self.pyg_surface.inputcursor = inputObj.startx, inputObj.starty while True: # the event loop self.pyg_surface._inputcursormode = inputObj.insertMode and 'insert' or 'underline' for event in pygame.event.get((pygame.KEYDOWN, pygame.KEYUP, pygame.QUIT)): # TODO - handle holding down the keys if event.type == pygame.QUIT: sys.exit() elif event.type in (pygame.KEYDOWN, pygame.KEYUP): inputObj.sendkeyevent(event) if inputObj.done: return ''.join(inputObj.buffer) inputObj.update() self.display() clock.tick(60)
Example #16
Source File: panel.py From universalSmashSystem with GNU General Public License v3.0 | 6 votes |
def preFocus(self, _event): if _event.type in [pygame.KEYUP, pygame.KEYDOWN]: focus_index = self.children.index(self.focused) if _event.type == pygame.KEYUP and _event.key == pygame.key.K_RETURN: focus_index = (focus_index+1)%len(self.children) elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_UP: if focus_index > 0: focus_index -= 1 elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_DOWN: if focus_index <= len(self.children): focus_index += 1 elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_PAGEUP: focus_index = min(0, focus_index-5) elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_PAGEDOWN: focus_index = max(focus_index+5, len(self.children)-1) elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_HOME: focus_index = 0 elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_END: focus_index = len(self.children)-1 elif _event.type == pygame.KEYDOWN and _event.key == pygame.key.K_ESCAPE: self.focused = None return False self.focused = self.children[focus_index] return True else: return panel.preFocus(self, _event)
Example #17
Source File: utils.py From pylot with Apache License 2.0 | 6 votes |
def run_visualizer_control_loop(control_display_stream): """Runs a pygame loop that waits for user commands. The user commands are send on the control_display_stream to control the pygame visualization window. """ import erdos import pygame clock = pygame.time.Clock() from pygame.locals import K_n while True: clock.tick_busy_loop(60) events = pygame.event.get() for event in events: if event.type == pygame.KEYUP: if event.key == K_n: control_display_stream.send( erdos.Message(erdos.Timestamp(coordinates=[0]), event.key))
Example #18
Source File: main.py From python-examples with MIT License | 6 votes |
def handle_event(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.turn_left = True elif event.key == pygame.K_RIGHT: self.turn_right = True elif event.key == pygame.K_UP: self.move_forward = True elif event.key == pygame.K_DOWN: self.move_backward = True elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.turn_left = False elif event.key == pygame.K_RIGHT: self.turn_right = False elif event.key == pygame.K_UP: self.move_forward = False elif event.key == pygame.K_DOWN: self.move_backward = False
Example #19
Source File: example-2.py From python-examples with MIT License | 6 votes |
def handle_event(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.move_x -= self.speed elif event.key == pygame.K_RIGHT: self.move_x += self.speed elif event.key == pygame.K_UP: self.move_y -= self.speed elif event.key == pygame.K_DOWN: self.move_y += self.speed elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.move_x += self.speed elif event.key == pygame.K_RIGHT: self.move_x -= self.speed elif event.key == pygame.K_UP: self.move_y += self.speed elif event.key == pygame.K_DOWN: self.move_y -= self.speed
Example #20
Source File: example-1.py From python-examples with MIT License | 6 votes |
def handle_event(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.move_x -= self.speed elif event.key == pygame.K_RIGHT: self.move_x += self.speed elif event.key == pygame.K_UP: self.move_y -= self.speed elif event.key == pygame.K_DOWN: self.move_y += self.speed elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.move_x += self.speed elif event.key == pygame.K_RIGHT: self.move_x -= self.speed elif event.key == pygame.K_UP: self.move_y += self.speed elif event.key == pygame.K_DOWN: self.move_y -= self.speed
Example #21
Source File: main_1.py From python-examples with MIT License | 6 votes |
def event_handler(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.move_x -= self.speed_x elif event.key == pygame.K_RIGHT: self.move_x += self.speed_x elif event.key == pygame.K_UP: self.move_y -= self.speed_y elif event.key == pygame.K_DOWN: self.move_y += self.speed_y elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.move_x += self.speed_x elif event.key == pygame.K_RIGHT: self.move_x -= self.speed_x elif event.key == pygame.K_UP: self.move_y += self.speed_y elif event.key == pygame.K_DOWN: self.move_y -= self.speed_y
Example #22
Source File: main_3.py From python-examples with MIT License | 6 votes |
def event_handler(self, event): if self.keyboard: if event.type == pygame.KEYDOWN: if event.key == self.keyboard['left']: self.move_x -= self.speed_x elif event.key == self.keyboard['right']: self.move_x += self.speed_x elif event.key == self.keyboard['up']: self.move_y -= self.speed_y elif event.key == self.keyboard['down']: self.move_y += self.speed_y elif event.type == pygame.KEYUP: if event.key == self.keyboard['left']: self.move_x += self.speed_x elif event.key == self.keyboard['right']: self.move_x -= self.speed_x elif event.key == self.keyboard['up']: self.move_y += self.speed_y elif event.key == self.keyboard['down']: self.move_y -= self.speed_y
Example #23
Source File: main_2.py From python-examples with MIT License | 6 votes |
def event_handler(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.move_x -= self.speed_x elif event.key == pygame.K_RIGHT: self.move_x += self.speed_x elif event.key == pygame.K_UP: self.move_y -= self.speed_y elif event.key == pygame.K_DOWN: self.move_y += self.speed_y elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.move_x += self.speed_x elif event.key == pygame.K_RIGHT: self.move_x -= self.speed_x elif event.key == pygame.K_UP: self.move_y += self.speed_y elif event.key == pygame.K_DOWN: self.move_y -= self.speed_y
Example #24
Source File: tank.py From Jtyoui with MIT License | 5 votes |
def get_event(self): global SCREEN_WIDTH, SCREEN_HEIGHT event_list = pygame.event.get() for event in event_list: if event.type == pygame.VIDEORESIZE: SCREEN_WIDTH, SCREEN_HEIGHT = event.size self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32) if event.type == pygame.QUIT: self.end_game() if event.type == pygame.KEYDOWN: if event.key == pygame.K_w: self.my_tank.direction = U elif event.key == pygame.K_s: self.my_tank.direction = D elif event.key == pygame.K_a: self.my_tank.direction = L elif event.key == pygame.K_d: self.my_tank.direction = R else: return None self.my_tank.move_stop = False elif event.type == pygame.MOUSEBUTTONDOWN: if len(TankGame.my_bullet_list) < 3: bullet = self.my_tank.fire() load_music('fire') TankGame.my_bullet_list.append(bullet) elif event.type == pygame.KEYUP: self.my_tank.move_stop = True
Example #25
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def wait_for_key(self): waiting = True while waiting: self.clock.tick(FPS) for event in pg.event.get(): if event.type == pg.QUIT: waiting = False self.running = False if event.type == pg.KEYUP: waiting = False
Example #26
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #27
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def wait_for_key(self): waiting = True while waiting: self.clock.tick(FPS) for event in pg.event.get(): if event.type == pg.QUIT: waiting = False self.running = False if event.type == pg.KEYUP: waiting = False
Example #28
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #29
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def wait_for_key(self): waiting = True while waiting: self.clock.tick(FPS) for event in pg.event.get(): if event.type == pg.QUIT: waiting = False self.running = False if event.type == pg.KEYUP: waiting = False
Example #30
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def wait_for_key(self): waiting = True while waiting: self.clock.tick(FPS) for event in pg.event.get(): if event.type == pg.QUIT: waiting = False self.running = False if event.type == pg.KEYUP: waiting = False