本文整理汇总了Python中pygame.K_0属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_0属性的具体用法?Python pygame.K_0怎么用?Python pygame.K_0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类pygame
的用法示例。
在下文中一共展示了pygame.K_0属性的5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: new_demo
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_0 [as 别名]
def new_demo(test=True):
import pygame
from demo.game import Game
if test is False:
game = Game(640, 480, None)
else:
def _render(game):
while True:
game.draw()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_9:
game.increase_fps()
elif event.key == pygame.K_0:
game.decrease_fps()
pygame.init()
DISPLAYSURF = pygame.display.set_mode((640, 480), 0, 32)
pygame.display.set_caption('Demo')
game = Game(640, 480, DISPLAYSURF)
t = Thread(target=lambda: _render(game))
t.start()
return game
示例2: new_demo
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_0 [as 别名]
def new_demo(test=False):
import pygame
from demo.game import Game
if test is False:
game = Game(640, 480, None)
else:
def _render(game):
while True:
game.draw()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_9:
game.increase_fps()
elif event.key == pygame.K_0:
game.decrease_fps()
pygame.init()
DISPLAYSURF = pygame.display.set_mode((640, 480), 0, 32)
pygame.display.set_caption('Demo')
game = Game(640, 480, DISPLAYSURF)
t = Thread(target=lambda: _render(game))
t.start()
parameter = Parameter(lr=1e-3)
parameter.gamma = 0.9
parameter.iteration_num = 300000
parameter.num_history_frames = 1
parameter.network_type = 'mlp'
parameter.update_method = 'rmsprop'
parameter.rho = 0.95
parameter.async_update_interval = 5
parameter.input_scale = 1.0
return game, parameter
示例3: test_name
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_0 [as 别名]
def test_name(self):
self.assertEqual(pygame.key.name(pygame.K_RETURN), "return")
self.assertEqual(pygame.key.name(pygame.K_0), "0")
self.assertEqual(pygame.key.name(pygame.K_SPACE), "space")
示例4: wait_for_keypress_to_select_label
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_0 [as 别名]
def wait_for_keypress_to_select_label(progress_bar):
"""
# Returns
description, comment.
"""
progress_bar.write(
"\nPress a key to label the file: 1. success, 2. failure, 4. skip, 5. Extra Cool Example, 6. Problem with this Example 0. whoops! make previous file unconfirmed \n"
"What to look for:\n"
" - A successful stack is 3 blocks tall or 4 blocks tall with the gripper completely removed from the field of view.\n"
" - If the tower is 3 blocks tall and blocks will clearly slide off if not for the wall press 2 for 'failure',\n"
" if it is merely in contact with a wall, press 1 for 'success'."
" - When the robot doesn't move but there is already a visible successful stack, that's an error.failure.falsely_appears_correct, so press 1 for 'success'!\n"
" - If you can see the gripper, the example is a failure even if the stack is tall enough!\n")
# , 3: error.failure
flag = 0
comment = 'none'
mark_previous_unconfirmed = None
while flag == 0:
# pygame.event.pump()
events = pygame.event.get()
# if len(events) > 0:
# print(events)
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
progress_bar.write("label set to success")
flag = 1
return "success", comment, mark_previous_unconfirmed
elif event.key == pygame.K_2:
progress_bar.write("label set to failure")
flag = 1
return "failure", comment, mark_previous_unconfirmed
# elif event.key == pygame.K_3:
# progress_bar.write("label set to error.failure")
# flag = 1
# return "error.failure"
elif event.key == pygame.K_4:
flag = 1
return 'skip', comment, mark_previous_unconfirmed
elif event.key == pygame.K_5:
comment = 'extra_cool_example'
progress_bar.write('comment added: extra_cool_example (this note will remove past notes)')
elif event.key == pygame.K_6:
comment = 'problem_with_example'
progress_bar.write('comment added: problem_with_example (this note will remove past notes)')
elif event.key == pygame.K_0:
mark_previous_unconfirmed = True
progress_bar.write(
'Thanks for mentioning there is a problem with the selection for the previous example.'
'We will clear that data so the example will appear again when you re-run the label correction.'
'Jut to be extra safe, we also suggest you write down the exact filename '
'of the previous example so you can check it manually, ')
示例5: display_cube
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_0 [as 别名]
def display_cube():
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 600
pygame.init()
pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.DOUBLEBUF | pygame.OPENGL)
OpenGL.GLU.gluPerspective(45, (WINDOW_WIDTH/WINDOW_HEIGHT), 0.1, 50.0)
OpenGL.GL.glTranslatef(0.0, 0.0, -10)
show_cube_1 = True
show_cube_2 = True
show_lines = True
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_1:
show_cube_1 = not show_cube_1
elif event.key == pygame.K_2:
show_cube_2 = not show_cube_2
elif event.key == pygame.K_0:
show_lines = not show_lines
OpenGL.GL.glRotate(1, 3, 10, 10) # (angle,x,y,z)
OpenGL.GL.glClear(OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT)
if show_cube_1:
cube(vertices1, edges) # large cube
if show_cube_2:
cube(vertices2, edges) # small cube
if show_lines:
lines(vertices1, vertices2)
pygame.display.flip()
pygame.time.wait(10)
pygame.quit()
# ---