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Python pygame.KEYDOWN属性代码示例

本文整理汇总了Python中pygame.KEYDOWN属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.KEYDOWN属性的具体用法?Python pygame.KEYDOWN怎么用?Python pygame.KEYDOWN使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在pygame的用法示例。


在下文中一共展示了pygame.KEYDOWN属性的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: _handle_keyboard_shortcuts

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def _handle_keyboard_shortcuts(self):
        while self._running:
            event = pygame.event.wait()
            if event.type == pygame.KEYDOWN:
                # If pressed key is ESC quit program
                if event.key == pygame.K_ESCAPE:
                    self._print("ESC was pressed. quitting...")
                    self.quit()
                if event.key == pygame.K_k:
                    self._print("k was pressed. skipping...")
                    self._player.stop(3)
                if event.key == pygame.K_s:
                    if self._playbackStopped:
                        self._print("s was pressed. starting...")
                        self._playbackStopped = False
                    else:
                        self._print("s was pressed. stopping...")
                        self._playbackStopped = True
                        self._player.stop(3) 
开发者ID:adafruit,项目名称:pi_video_looper,代码行数:21,代码来源:video_looper.py

示例2: loop

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def loop(env, screen, pano_ids_yaws):
  """Main loop of the scan agent."""
  for (pano_id, yaw) in pano_ids_yaws:

    # Retrieve the observation at a specified pano ID and heading.
    logging.info('Retrieving view at pano ID %s and yaw %f', pano_id, yaw)
    observation = env.goto(pano_id, yaw)

    current_yaw = observation["yaw"]
    view_image = interleave(observation["view_image"],
                            FLAGS.width, FLAGS.height)
    graph_image = interleave(observation["graph_image"],
                             FLAGS.width, FLAGS.height)
    screen_buffer = np.concatenate((view_image, graph_image), axis=1)
    pygame.surfarray.blit_array(screen, screen_buffer)
    pygame.display.update()

    for event in pygame.event.get():
      if (event.type == pygame.QUIT or
          (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE)):
        return
    if FLAGS.save_images:
      filename = 'scan_agent_{}_{}.bmp'.format(pano_id, yaw)
      pygame.image.save(screen, filename) 
开发者ID:deepmind,项目名称:streetlearn,代码行数:26,代码来源:scan_agent.py

示例3: ShowStartInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def ShowStartInterface(screen, screensize):
	screen.fill((255, 255, 255))
	tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)
	cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)
	title = tfont.render(u'滑雪游戏', True, (255, 0, 0))
	content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255))
	trect = title.get_rect()
	trect.midtop = (screensize[0]/2, screensize[1]/5)
	crect = content.get_rect()
	crect.midtop = (screensize[0]/2, screensize[1]/2)
	screen.blit(title, trect)
	screen.blit(content, crect)
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.quit()
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				return
		pygame.display.update() 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:22,代码来源:Game4.py

示例4: GameOver

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def GameOver(screen, width, height, score, highest):
	screen.fill((255, 255, 255))
	tfont = pygame.font.Font('./font/simkai.ttf', width//10)
	cfont = pygame.font.Font('./font/simkai.ttf', width//20)
	title = tfont.render('GameOver', True, (255, 0, 0))
	content = cfont.render('Score: %s, Highest: %s' % (score, highest), True, (0, 0, 255))
	trect = title.get_rect()
	trect.midtop = (width/2, height/4)
	crect = content.get_rect()
	crect.midtop = (width/2, height/2)
	screen.blit(title, trect)
	screen.blit(content, crect)
	pygame.display.update()
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				return 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:21,代码来源:Game9.py

示例5: __endInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def __endInterface(self, is_win):
		if is_win:
			text1 = 'Congratulations! You win!'
		else:
			text1 = 'Game Over! You fail!'
		text2 = 'Press <R> to restart the game'
		text3 = 'Press <Esc> to quit the game.'
		clock = pygame.time.Clock()
		while True:
			for event in pygame.event.get():
				if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
					pygame.quit()
					sys.exit(-1)
				if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
					return
			self.screen.fill(self.cfg.AQUA)
			text_render1 = self.font_big.render(text1, False, self.cfg.BLUE)
			text_render2 = self.font_big.render(text2, False, self.cfg.BLUE)
			text_render3 = self.font_big.render(text3, False, self.cfg.BLUE)
			self.screen.blit(text_render1, ((self.cfg.SCREENWIDTH-text_render1.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render1.get_rect().height)//4))
			self.screen.blit(text_render2, ((self.cfg.SCREENWIDTH-text_render2.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//2))
			self.screen.blit(text_render3, ((self.cfg.SCREENWIDTH-text_render3.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//1.5))
			pygame.display.flip()
			clock.tick(30) 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:26,代码来源:game.py

示例6: endInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def endInterface(screen, color, is_win):
	screen.fill(color)
	clock = pygame.time.Clock()
	if is_win:
		text = 'VICTORY'
	else:
		text = 'FAILURE'
	font = pygame.font.SysFont('arial', 30)
	text_render = font.render(text, 1, (255, 255, 255))
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.quit()
				sys.exit()
			if (event.type == pygame.KEYDOWN) or (event.type == pygame.MOUSEBUTTONDOWN):
				return
		screen.blit(text_render, (350, 300))
		clock.tick(60)
		pygame.display.update() 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:21,代码来源:utils.py

示例7: GameStartInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def GameStartInterface(screen, sounds, cfg):
	dino = Dinosaur(cfg.IMAGE_PATHS['dino'])
	ground = pygame.image.load(cfg.IMAGE_PATHS['ground']).subsurface((0, 0), (83, 19))
	rect = ground.get_rect()
	rect.left, rect.bottom = cfg.SCREENSIZE[0]/20, cfg.SCREENSIZE[1]
	clock = pygame.time.Clock()
	press_flag = False
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.quit()
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
					press_flag = True
					dino.jump(sounds)
		dino.update()
		screen.fill(cfg.BACKGROUND_COLOR)
		screen.blit(ground, rect)
		dino.draw(screen)
		pygame.display.update()
		clock.tick(cfg.FPS)
		if (not dino.is_jumping) and press_flag:
			return True 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:26,代码来源:gamestart.py

示例8: endGame

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def endGame(screen, sounds, showScore, score, number_images, bird, pipe_sprites, backgroud_image, other_images, base_pos, cfg):
	sounds['die'].play()
	clock = pygame.time.Clock()
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
				pygame.quit()
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				if event.key == pygame.K_SPACE or event.key == pygame.K_UP:
					return
		boundary_values = [0, base_pos[-1]]
		bird.update(boundary_values, float(clock.tick(cfg.FPS))/1000.)
		screen.blit(backgroud_image, (0, 0))
		pipe_sprites.draw(screen)
		screen.blit(other_images['base'], base_pos)
		showScore(screen, score, number_images)
		bird.draw(screen)
		pygame.display.update()
		clock.tick(cfg.FPS) 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:22,代码来源:endGame.py

示例9: endInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def endInterface(screen, score_left, score_right):
	clock = pygame.time.Clock()
	font1 = pygame.font.Font(config.FONTPATH, 30)
	font2 = pygame.font.Font(config.FONTPATH, 20)
	msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'
	texts = [font1.render(msg, True, config.WHITE),
			 font2.render('Press ESCAPE to quit.', True, config.WHITE),
			 font2.render('Press ENTER to continue or play again.', True, config.WHITE)]
	positions = [[120, 200], [155, 270], [80, 300]]
	while True:
		screen.fill((41, 36, 33))
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.quit()
				sys.exit()
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_RETURN:
					return
				elif event.key == pygame.K_ESCAPE:
					sys.exit()
					pygame.quit()
		for text, pos in zip(texts, positions):
			screen.blit(text, pos)
		clock.tick(10)
		pygame.display.update() 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:27,代码来源:Game17.py

示例10: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def update(self, frameNumber, editor):
        for event, pos in editor.context.events:
            if event.type == pygame.KEYDOWN:
                bone = editor.getActiveBone()
                key = event.key
                if key == pygame.K_i:
                    if bone:
                        if event.mod & pygame.KMOD_ALT:
                            if bone.name in self.frames[frameNumber].keys:
                                del self.frames[frameNumber].keys[bone.name]
                        else:
                            key = self.frames[frameNumber].getBoneKey(bone.name)
                            copyKeyData(bone, key)
                        self.dirty = True
                elif key == pygame.K_o:
                    if bone:
                        data = self.getBoneData(bone.name)
                        data.repeat = not data.repeat
                        self.dirty = True
                elif key == pygame.K_p:
                    if bone:
                        data = self.getBoneData(bone.name)
                        data.reversed = not data.reversed
                        self.dirty = True 
开发者ID:bitsawer,项目名称:renpy-shader,代码行数:26,代码来源:skinnedanimation.py

示例11: gameOverScreen

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def gameOverScreen(self):
        """ Show game over screen """

        global screen

        # stop game main loop (if any)
        self.running = False

        screen.fill([0, 0, 0])

        self.writeInBricks("game", [125, 140])
        self.writeInBricks("over", [125, 220])
        pygame.display.flip()

        while 1:
            time_passed = self.clock.tick(50)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    quit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_RETURN:
                        self.showMenu()
                        return 
开发者ID:uvipen,项目名称:AirGesture,代码行数:25,代码来源:battle_city_utils.py

示例12: _event_looper

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def _event_looper(self, force=False):
        has_quit = False
        if self._deactivate_display:
            return force, has_quit
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                has_quit = True
                return force, has_quit
                # pygame.quit()
                # exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    has_quit = True
                    return force, has_quit
                if event.key == pygame.K_SPACE:
                    self._get_plot_pause()
                    # pause_surface = self.draw_plot_pause()
                    # self.screen.blit(pause_surface, (320 + self.left_menu_shape[0], 320))
                    return not force, has_quit
        return force, has_quit 
开发者ID:rte-france,项目名称:Grid2Op,代码行数:22,代码来源:PlotPyGame.py

示例13: _press_key_to_quit

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def _press_key_to_quit(self):
        """
        This utility function waits for the player to press a key to exit the renderer (called when the episode is done)

        Returns
        -------
        res: ``bool``, ``bool``
            ``True`` if the human player closed the window, in this case it will stop the computation: no other episode
            will be computed. ``False`` otherwise.

        """
        if self._deactivate_display:
            return
        has_quit = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                has_quit = True
                return True, has_quit
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    has_quit = True
                    return True, has_quit
                if event.key == pygame.K_SPACE:
                    return True, has_quit
        return False, has_quit 
开发者ID:rte-france,项目名称:Grid2Op,代码行数:27,代码来源:PlotPyGame.py

示例14: _handle_player_events

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def _handle_player_events(self):
        self.dx = 0
        self.dy = 0
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.KEYDOWN:
                key = event.key

                if key == self.actions["left"]:
                    self.dx -= self.AGENT_SPEED

                if key == self.actions["right"]:
                    self.dx += self.AGENT_SPEED

                if key == self.actions["up"]:
                    self.dy -= self.AGENT_SPEED

                if key == self.actions["down"]:
                    self.dy += self.AGENT_SPEED 
开发者ID:ntasfi,项目名称:PyGame-Learning-Environment,代码行数:24,代码来源:waterworld.py

示例15: _handle_player_events

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYDOWN [as 别名]
def _handle_player_events(self):
        self.dx = 0.0
        self.dy = 0.0
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.KEYDOWN:
                key = event.key

                if key == self.actions["left"]:
                    self.dx -= self.AGENT_SPEED

                if key == self.actions["right"]:
                    self.dx += self.AGENT_SPEED

                if key == self.actions["up"]:
                    self.dy -= self.AGENT_SPEED

                if key == self.actions["down"]:
                    self.dy += self.AGENT_SPEED 
开发者ID:ntasfi,项目名称:PyGame-Learning-Environment,代码行数:24,代码来源:puckworld.py


注:本文中的pygame.KEYDOWN属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。