Python pygame.K_DOWN Examples
The following are 30
code examples of pygame.K_DOWN().
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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: tilemap_demo2.py From pygame_tutorials with MIT License | 6 votes |
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 #3
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 #4
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 #5
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 #6
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 #7
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 #8
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 #9
Source File: movement.py From pygame_tutorials with MIT License | 6 votes |
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 #10
Source File: motion_demo.py From pygame_tutorials with MIT License | 6 votes |
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 #11
Source File: viewer.py From generals-bot with MIT License | 6 votes |
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 #12
Source File: engine.py From Fruit-API with GNU General Public License v3.0 | 6 votes |
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 #13
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 #14
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 #15
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 #16
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 #17
Source File: death.py From The-Stolen-Crown-RPG with MIT License | 6 votes |
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 #18
Source File: main_menu.py From The-Stolen-Crown-RPG with MIT License | 6 votes |
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 #19
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 #20
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 #21
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 #22
Source File: Game23.py From Games with MIT License | 5 votes |
def main(cfg): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('2048 —— 微信公众号:Charles的皮卡丘') # 播放背景音乐 pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1) # 实例化2048游戏 game_2048 = Game2048(matrix_size=cfg.GAME_MATRIX_SIZE, max_score_filepath=cfg.MAX_SCORE_FILEPATH) # 游戏主循环 clock = pygame.time.Clock() is_running = True while is_running: screen.fill(pygame.Color(cfg.BG_COLOR)) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]: game_2048.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key]) # --更新游戏状态 game_2048.update() if game_2048.isgameover: game_2048.saveMaxScore() is_running = False # --将必要的游戏元素画到屏幕上 drawGameMatrix(screen, game_2048.game_matrix, cfg) start_x, start_y = drawScore(screen, game_2048.score, game_2048.max_score, cfg) drawGameIntro(screen, start_x, start_y, cfg) # --屏幕更新 pygame.display.update() clock.tick(cfg.FPS) return endInterface(screen, cfg)
Example #23
Source File: Game24.py From Games with MIT License | 5 votes |
def main(cfg): # 游戏初始化 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('Greedy Snake —— 微信公众号:Charles的皮卡丘') clock = pygame.time.Clock() # 播放背景音乐 pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1) # 游戏主循环 snake = Snake(cfg) apple = Apple(cfg, snake.coords) score = 0 while True: screen.fill(cfg.BLACK) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key in [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]: snake.setDirection({pygame.K_UP: 'up', pygame.K_DOWN: 'down', pygame.K_LEFT: 'left', pygame.K_RIGHT: 'right'}[event.key]) # --更新贪吃蛇和食物 if snake.update(apple): apple = Apple(cfg, snake.coords) score += 1 # --判断游戏是否结束 if snake.isgameover: break # --显示游戏里必要的元素 drawGameGrid(cfg, screen) snake.draw(screen) apple.draw(screen) showScore(cfg, score, screen) # --屏幕更新 pygame.display.update() clock.tick(cfg.FPS) return endInterface(screen, cfg)
Example #24
Source File: gui_util.py From Reinforcement-Learning-for-Self-Driving-Cars with Apache License 2.0 | 5 votes |
def control_car(target_car, keydown): if keydown == pygame.K_UP: target_car.move('A') elif keydown == pygame.K_DOWN: target_car.move('D') else: target_car.move('M') if keydown == pygame.K_LEFT: target_car.switch_lane('L') elif keydown == pygame.K_RIGHT: target_car.switch_lane('R')
Example #25
Source File: game_main.py From Python24 with MIT License | 5 votes |
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
Example #26
Source File: 六个类合一.py From Python24 with MIT License | 5 votes |
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
Example #27
Source File: pygame.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 5 votes |
def _map_keys(self): key_map = self.io.key_map key_map[imgui.KEY_TAB] = pygame.K_TAB key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT key_map[imgui.KEY_UP_ARROW] = pygame.K_UP key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN key_map[imgui.KEY_HOME] = pygame.K_HOME key_map[imgui.KEY_END] = pygame.K_END key_map[imgui.KEY_DELETE] = pygame.K_DELETE key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE key_map[imgui.KEY_ENTER] = pygame.K_RETURN key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE key_map[imgui.KEY_A] = pygame.K_a key_map[imgui.KEY_C] = pygame.K_c key_map[imgui.KEY_V] = pygame.K_v key_map[imgui.KEY_X] = pygame.K_x key_map[imgui.KEY_Y] = pygame.K_y key_map[imgui.KEY_Z] = pygame.K_z
Example #28
Source File: quad example.py From pygame_tutorials with MIT License | 5 votes |
def move_8way(self): 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 = -5 if keystate[pg.K_RIGHT]: self.vx = 5 if self.vx != 0 and self.vy != 0: self.vx *= 0.7071 self.vy *= 0.7071
Example #29
Source File: vector_intro.py From pygame_tutorials with MIT License | 5 votes |
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 #30
Source File: flocking2.py From pygame_tutorials with MIT License | 5 votes |
def move_8way(self): keystate = pg.key.get_pressed() if keystate[pg.K_UP]: self.vel.y = -5 if keystate[pg.K_DOWN]: self.vel.y = 5 if keystate[pg.K_LEFT]: self.vel.x = -5 if keystate[pg.K_RIGHT]: self.vel.x = 5