Python pygame.K_DOWN Examples
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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: 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 #3
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 #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) MuzzleFlash(self.game, pos)
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)
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) MuzzleFlash(self.game, pos)
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: 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 #10
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 #11
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 #12
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 #13
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 #14
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 #15
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 #16
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 #17
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 #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: 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 #21
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 #22
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 #23
Source File: graphics.py From highway-env with MIT License | 5 votes |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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