Python pygame.K_DOWN Examples

The following are 30 code examples of pygame.K_DOWN(). 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: sprites.py    From pygame_tutorials with MIT License 8 votes vote down vote up
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: example-1.py    From python-examples with MIT License 6 votes vote down vote up
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 #3
Source File: tilemap_demo2.py    From pygame_tutorials with MIT License 6 votes vote down vote up
def update(self):
        pg.display.set_caption(str((self.rect.x, self.rect.y)))
        self.vx, self.vy = 0, 0
        keys = pg.key.get_pressed()
        if keys[pg.K_UP]:
            self.vy = -5
        if keys[pg.K_DOWN]:
            self.vy = 5
        if keys[pg.K_LEFT]:
            self.vx = -5
        if keys[pg.K_RIGHT]:
            self.vx = 5
        # if self.vx != 0 and self.vy != 0:
        #     self.vx *= 0.7071
        #     self.vy *= 0.7071
        self.rect.x += self.vx
        if pg.sprite.spritecollide(self, walls, False, pg.sprite.collide_mask):
            self.rect.x -= self.vx
        self.rect.y += self.vy
        if pg.sprite.spritecollide(self, walls, False, pg.sprite.collide_mask):
            self.rect.y -= self.vy 
Example #4
Source File: sprites.py    From pygame_tutorials with MIT License 6 votes vote down vote up
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 #5
Source File: sprites.py    From pygame_tutorials with MIT License 6 votes vote down vote up
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 #6
Source File: sprites.py    From pygame_tutorials with MIT License 6 votes vote down vote up
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 #7
Source File: sprites.py    From pygame_tutorials with MIT License 6 votes vote down vote up
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 #8
Source File: sprites.py    From pygame_tutorials with MIT License 6 votes vote down vote up
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 #9
Source File: sprites.py    From pygame_tutorials with MIT License 6 votes vote down vote up
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 #10
Source File: movement.py    From pygame_tutorials with MIT License 6 votes vote down vote up
def update(self):
        self.vx, self.vy = 0, 0
        keystate = pg.key.get_pressed()
        if keystate[pg.K_UP]:
            self.vy = -5
        if keystate[pg.K_DOWN]:
            self.vy = 5
        if keystate[pg.K_LEFT]:
            self.vx = -2
        if keystate[pg.K_RIGHT]:
            self.vx = 1
        if self.vx != 0 and self.vy != 0:
            self.vx /= 1.414
            self.vy /= 1.414
        self.rect.x += self.vx
        self.rect.y += self.vy 
Example #11
Source File: motion_demo.py    From pygame_tutorials with MIT License 6 votes vote down vote up
def update(self):
        self.acc = vec(0, 0)
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.acc.x = -0.2
        if keys[pygame.K_RIGHT]:
            self.acc.x = 0.2
        if keys[pygame.K_UP]:
            self.acc.y = -0.2
        if keys[pygame.K_DOWN]:
            self.acc.y = 0.2

        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH
        if self.pos.y > HEIGHT:
            self.pos.y = 0
        if self.pos.y < 0:
            self.pos.y = HEIGHT

        self.rect.center = self.pos 
Example #12
Source File: graphics.py    From highway-env with MIT License 6 votes vote down vote up
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 #13
Source File: manual-control-pygame.py    From DJITelloPy with MIT License 6 votes vote down vote up
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 #14
Source File: manual-control-pygame.py    From DJITelloPy with MIT License 6 votes vote down vote up
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 #15
Source File: player.py    From Tutoriales_juegos_Python with GNU General Public License v3.0 6 votes vote down vote up
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 #16
Source File: death.py    From The-Stolen-Crown-RPG with MIT License 6 votes vote down vote up
def update(self, keys):
        """
        Update arrow position.
        """
        if self.allow_input:
            if keys[pg.K_DOWN] and not keys[pg.K_UP] and self.index == 0:
                self.index = 1
                self.allow_input = False
                self.notify(c.CLICK)
            elif keys[pg.K_UP] and not keys[pg.K_DOWN] and self.index == 1:
                self.index = 0
                self.allow_input = False
                self.notify(c.CLICK)

            self.rect.y = self.pos_list[self.index]

        if not keys[pg.K_DOWN] and not keys[pg.K_UP]:
            self.allow_input = True 
Example #17
Source File: main_menu.py    From The-Stolen-Crown-RPG with MIT License 6 votes vote down vote up
def normal_update(self, keys):
        if self.allow_input:
            if keys[pg.K_DOWN] and self.arrow.index == 0:
                self.arrow.index = 1
                self.notify(c.CLICK)
                self.allow_input = False
            elif keys[pg.K_UP] and self.arrow.index == 1:
                self.arrow.index = 0
                self.notify(c.CLICK)
                self.allow_input = False
            elif keys[pg.K_SPACE]:
                if self.arrow.index == 0:
                    self.game_data = pickle.load(open("save.p", "rb"))
                    self.next = c.TOWN
                    self.state = c.TRANSITION_OUT
                else:
                    self.next = c.OVERWORLD
                    self.state = c.TRANSITION_OUT
                self.notify(c.CLICK2)

            self.arrow.rect.y = self.arrow.pos_list[self.arrow.index]  

        if not keys[pg.K_DOWN] and not keys[pg.K_UP]:
            self.allow_input = True 
Example #18
Source File: main.py    From python-examples with MIT License 6 votes vote down vote up
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 vote down vote up
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: engine.py    From Fruit-API with GNU General Public License v3.0 6 votes vote down vote up
def __human_control(self, key):
        if self.human_control:
            robot = self.robots[self.human_control_robot]
            if key == pygame.K_LEFT:
                robot.move(GlobalConstants.LEFT_ACTION, self.sprites)
            if key == pygame.K_RIGHT:
                robot.move(GlobalConstants.RIGHT_ACTION, self.sprites)
            if key == pygame.K_UP:
                robot.move(GlobalConstants.UP_ACTION, self.sprites)
            if key == pygame.K_DOWN:
                robot.move(GlobalConstants.DOWN_ACTION, self.sprites)
            if key == pygame.K_a:
                reward = robot.move(GlobalConstants.FIRE_ACTION, self.sprites)
                if reward > 0:
                    self.rewards[self.human_control_robot].append(reward)
                    self.total_score[self.human_control_robot] += reward 
Example #21
Source File: viewer.py    From generals-bot with MIT License 6 votes vote down vote up
def _handleKeypress(self, key):
		if self._clicked == None or self._moveEvent == None:
			return False
		column = self._clicked[0]
		row = self._clicked[1]

		target = None
		if key == pygame.K_LEFT:
			if column > 0:
				target = (column-1, row)
		elif key == pygame.K_RIGHT:
			if column < self._map.cols - 1:
				target = (column+1, row)
		elif key == pygame.K_UP:
			if row > 0:
				target = (column, row-1)
		elif key == pygame.K_DOWN:
			if row < self._map.rows - 1:
				target = (column, row+1)

		if target != None:
			self._moveEvent(self._clicked, target)
			self._clicked = target 
Example #22
Source File: vector_intro.py    From pygame_tutorials with MIT License 5 votes vote down vote up
def get_keys(self):
        keys = pg.key.get_pressed()
        self.rot_speed = 0
        self.acc = vec(0, 0)
        if keys[pg.K_LEFT]:
            self.rot_speed = 90
        if keys[pg.K_RIGHT]:
            self.rot_speed = -90
        if keys[pg.K_UP]:
            self.acc = vec(250, 0)
        if keys[pg.K_DOWN]:
            self.acc = vec(-250, 0) 
Example #23
Source File: graphics.py    From highway-env with MIT License 5 votes vote down vote up
def handle_discrete_action_event(cls, action_type: DiscreteMetaAction, event: pygame.event.EventType) -> None:
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RIGHT and action_type.longitudinal:
                action_type.act(action_type.actions_indexes["FASTER"])
            if event.key == pygame.K_LEFT and action_type.longitudinal:
                action_type.act(action_type.actions_indexes["SLOWER"])
            if event.key == pygame.K_DOWN and action_type.lateral:
                action_type.act(action_type.actions_indexes["LANE_RIGHT"])
            if event.key == pygame.K_UP:
                action_type.act(action_type.actions_indexes["LANE_LEFT"]) 
Example #24
Source File: game072.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if not self.show_msg:
            if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
                self.home_sqare_switch(self.board.active_ship + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                self.home_sqare_switch(self.board.active_ship - 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
                self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl)
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 2 and char in self.digits:
                        self.home_square.value = char
                        if self.auto_select:
                            self.home_sqare_switch(self.board.active_ship + 1)
                    else:
                        self.home_square.value = ""

                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True

            elif event.type == pygame.MOUSEBUTTONUP:
                self.home_sqare_switch(self.board.active_ship) 
Example #25
Source File: pyespcar_sdk.py    From 1ZLAB_PyEspCar with GNU General Public License v3.0 5 votes vote down vote up
def __init__(self, mqtt_client, is_debug=False):
        # 是否开启调试模式
        self.is_debug = is_debug
        # MQTT的客户端
        self.mqtt_client = mqtt_client
        # 设置小车的默认速度
        self.speed = self.DEFAULT_CAR_SPEED
        # 设置默认的舵机云台角度变换值
        self.cp_delta_angle = self.DEFAULT_CP_DELTA_ANGLE
        # 记录当前底部舵机的角度
        self.bottom_servo_angle = self.BOTTOM_SERVO_DEFAULT_ANGLE
        # 记录顶部舵机的角度
        self.top_servo_angle = self.TOP_SERVO_DEFAULT_ANGLE
            
        # 键盘事件映射字典
        self.KEY_FUNC_MAP = {
            pygame.K_LEFT: self.turn_left,
            pygame.K_RIGHT: self.turn_right,
            pygame.K_UP: self.go_forward,
            pygame.K_DOWN: self.go_backward,
            pygame.K_a: self.cp_left,
            pygame.K_d: self.cp_right,
            pygame.K_w: self.cp_up,
            pygame.K_s: self.cp_down,
            pygame.K_r: self.cp_reset
        }
        
        # 小车停止
        self.stop()
        # 舵机复位
        self.cp_reset() 
Example #26
Source File: pyespcar_sdk.py    From 1ZLAB_PyEspCar with GNU General Public License v3.0 5 votes vote down vote up
def response_keys_event(self, events):
        '''
        相应键盘事件
        '''
        for event in events:
            if event.type == pygame.KEYDOWN:
                if event.key in self.KEY_FUNC_MAP:
                    self.KEY_FUNC_MAP[event.key]()
            elif event.type == pygame.KEYUP:
                if event.key in [pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN]:
                    self.stop() 
Example #27
Source File: pyespcar_sdk.py    From 1ZLAB_PyEspCar with GNU General Public License v3.0 5 votes vote down vote up
def __init__(self, mqtt_client, is_debug=False):
        # 是否开启调试模式
        self.is_debug = is_debug
        # MQTT的客户端
        self.mqtt_client = mqtt_client
        # 设置小车的默认速度
        self.speed = self.DEFAULT_CAR_SPEED
        # 设置默认的舵机云台角度变换值
        self.cp_delta_angle = self.DEFAULT_CP_DELTA_ANGLE
        # 记录当前底部舵机的角度
        self.bottom_servo_angle = self.BOTTOM_SERVO_DEFAULT_ANGLE
        # 记录顶部舵机的角度
        self.top_servo_angle = self.TOP_SERVO_DEFAULT_ANGLE
            
        # 键盘事件映射字典
        self.KEY_FUNC_MAP = {
            pygame.K_LEFT: self.turn_left,
            pygame.K_RIGHT: self.turn_right,
            pygame.K_UP: self.go_forward,
            pygame.K_DOWN: self.go_backward,
            pygame.K_a: self.cp_left,
            pygame.K_d: self.cp_right,
            pygame.K_w: self.cp_up,
            pygame.K_s: self.cp_down,
            pygame.K_r: self.cp_reset
        }
        
        # 小车停止
        self.stop()
        # 舵机复位
        self.cp_reset() 
Example #28
Source File: pyespcar_sdk.py    From 1ZLAB_PyEspCar with GNU General Public License v3.0 5 votes vote down vote up
def response_keys_event(self, events):
        '''
        相应键盘事件
        '''
        for event in events:
            if event.type == pygame.KEYDOWN:
                if event.key in self.KEY_FUNC_MAP:
                    self.KEY_FUNC_MAP[event.key]()
            elif event.type == pygame.KEYUP:
                if event.key in [pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN]:
                    self.stop() 
Example #29
Source File: qrtun_async.py    From qrtun with MIT License 5 votes vote down vote up
def run(self):
        self.running = True
        while self.running:
            if self.read_tun() or self.display_cam:
                self.write_qrcode()
            
            if not self.read_cam():
                running = False
                break
            
            self.read_qrcode()

               

            event = pygame.event.poll()
            if event.type == pygame.QUIT:
                self.running = False
                pygame.quit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.running = False 
                    pygame.quit()
                elif event.key == pygame.K_UP:
                    self.scale += 1
                    pygame.display.set_caption("qrtun - QR Code scale %d"%(self.scale))
                    self.write_qrcode()
                elif event.key == pygame.K_DOWN:
                    self.scale -= 1
                    pygame.display.set_caption("qrtun - QR Code scale %d"%(self.scale))
                    self.write_qrcode()
                elif event.key == pygame.K_SPACE:
                    self.display_cam = not self.display_cam
                    self.write_qrcode()
 
        try:
            #os.unlink(self.outfile)
            os.unlink(self.infile)
        except:
            pass 
Example #30
Source File: 六个类合一.py    From Python24 with MIT License 5 votes vote down vote up
def __event(self):
        # 获取所有窗口中的事件监听 -> 列表
        event_list = pygame.event.get()
        # 遍历所有的事件
        for event in event_list:
            # 如果是鼠标点击关闭事件
            if event.type == pygame.QUIT:
                self.game_over()

            # 监听按下事件
            if event.type == pygame.KEYDOWN:
                # 是否按下的是Esc
                if event.key == pygame.K_ESCAPE:
                    self.game_over()
                # 是否按下的是空格
                if event.key == pygame.K_SPACE:
                    self.hero_plane.shoot()

        # 监听键盘长按事件 -> 元组(0没按下,1长按了) 字母对应阿斯克码
        pressed_keys = pygame.key.get_pressed()

        # 判断向上是否被长按(1)
        if pressed_keys[pygame.K_UP] or pressed_keys[pygame.K_w]:
            self.hero_plane.move_up()

        # 判断向下是否被长按(1)
        if pressed_keys[pygame.K_DOWN] or pressed_keys[pygame.K_s]:
            self.hero_plane.move_down()

        # 判断向左是否被长按(1)
        if pressed_keys[pygame.K_LEFT] or pressed_keys[pygame.K_a]:
            self.hero_plane.move_left()

        # 判断向右是否被长按(1)
        if pressed_keys[pygame.K_RIGHT] or pressed_keys[pygame.K_d]:
            self.hero_plane.move_right()

    # 4- 刷新窗口