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Python pygame.KEYUP属性代码示例

本文整理汇总了Python中pygame.KEYUP属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.KEYUP属性的具体用法?Python pygame.KEYUP怎么用?Python pygame.KEYUP使用的例子?那么, 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.KEYUP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: show_go_screen

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:19,代码来源:shmup-14.py

示例2: handleEvents

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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) 
开发者ID:JackD83,项目名称:PyMenu,代码行数:25,代码来源:ConfigMenu.py

示例3: handleEvents

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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) 
开发者ID:JackD83,项目名称:PyMenu,代码行数:24,代码来源:SelectionList.py

示例4: handle_continuous_action_event

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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) 
开发者ID:eleurent,项目名称:highway-env,代码行数:24,代码来源:graphics.py

示例5: reader_thread

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:swehner,项目名称:foos,代码行数:24,代码来源:io_keyboard.py

示例6: parse_events

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:felipecode,项目名称:coiltraine,代码行数:26,代码来源:carla08interface.py

示例7: check_key_pressed_valid

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:ppizarror,项目名称:pygame-menu,代码行数:20,代码来源:utils.py

示例8: check_events

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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) 
开发者ID:goswami-rahul,项目名称:alien-invasion-game,代码行数:18,代码来源:game_functions.py

示例9: dispatch_event

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:lordmauve,项目名称:wasabi2d,代码行数:20,代码来源:game.py

示例10: handle_event

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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') 
开发者ID:tidus747,项目名称:Tutoriales_juegos_Python,代码行数:27,代码来源:player.py

示例11: show_go_screen

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:lovetianya,项目名称:pygame-development,代码行数:23,代码来源:fiveinrow-v-final.py

示例12: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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 
开发者ID:stemkoski,项目名称:three.py,代码行数:27,代码来源:Input.py

示例13: readline

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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) 
开发者ID:digiholic,项目名称:universalSmashSystem,代码行数:22,代码来源:debugConsole.py

示例14: preFocus

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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) 
开发者ID:digiholic,项目名称:universalSmashSystem,代码行数:25,代码来源:panel.py

示例15: run_visualizer_control_loop

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import KEYUP [as 别名]
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)) 
开发者ID:erdos-project,项目名称:pylot,代码行数:21,代码来源:utils.py


注:本文中的pygame.KEYUP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。