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Python pygame.K_1属性代码示例

本文整理汇总了Python中pygame.K_1属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_1属性的具体用法?Python pygame.K_1怎么用?Python pygame.K_1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.K_1属性的4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: key_event_up

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_1 [as 别名]
def key_event_up(event):
    global penSize, undoed, holdingCTRL, colorScheme, selectedTool


    if event.key == pg.K_1:
        colorScheme = 1
    elif event.key == pg.K_2:
        colorScheme = 2

    if event.key == pg.K_e:
        selectedTool = 1
        B_Buttons[1].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False
    elif event.key == pg.K_b:
        selectedTool = 0
        B_Buttons[0].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False
    elif event.key == pg.K_g:
        selectedTool = 2
        B_Buttons[2].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False
    elif event.key == pg.K_i:
        selectedTool = 3
        B_Buttons[3].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False

    if event.key == pg.K_LCTRL:
        holdingCTRL = False

    if event.key == pg.K_SPACE:
        if holdingCTRL:
            g1.clean()
            undoed = True

    if event.key == pg.K_s:
        if holdingCTRL:
            shortcutPath = FileManager(1)
            SaveFile(g1, shortcutPath)

    if event.key == pg.K_z:
        if holdingCTRL:

            for i in range(g1.yCount):
                for j in range(g1.xCount):
                    if round == 1:
                        g1.change_color(j, i, g1.undoList[1][i][j])
                    if round == -1:
                        g1.change_color(j, i, g1.undoList[0][i][j])
            undoed = True 
开发者ID:Burakcoli,项目名称:Pyint_Pixel-Painter,代码行数:59,代码来源:pyint.py

示例2: get_order

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_1 [as 别名]
def get_order(self): 
        # get order from controler
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True
        pressed = pygame.key.get_pressed()
        if pressed[pygame.K_1]: self.n = 0
        if pressed[pygame.K_2]: self.n = 1
        if pressed[pygame.K_3]: self.n = 2
        if pressed[pygame.K_4]: self.n = 3
        self.orders[self.n] = 0
        if pressed[pygame.K_w]: self.orders[self.n, 0] += 1
        if pressed[pygame.K_s]: self.orders[self.n, 0] -= 1
        if pressed[pygame.K_q]: self.orders[self.n, 1] -= 1
        if pressed[pygame.K_e]: self.orders[self.n, 1] += 1
        if pressed[pygame.K_a]: self.orders[self.n, 2] -= 1
        if pressed[pygame.K_d]: self.orders[self.n, 2] += 1
        if pressed[pygame.K_b]: self.orders[self.n, 3] -= 1
        if pressed[pygame.K_m]: self.orders[self.n, 3] += 1
        if pressed[pygame.K_SPACE]: self.orders[self.n, 4] = 1
        else: self.orders[self.n, 4] = 0
        if pressed[pygame.K_f]: self.orders[self.n, 5] = 1
        else: self.orders[self.n, 5] = 0
        if pressed[pygame.K_r]: self.orders[self.n, 6] = 1
        else: self.orders[self.n, 6] = 0
        if pressed[pygame.K_n]: self.orders[self.n, 7] = 1
        else: self.orders[self.n, 7] = 0
        if pressed[pygame.K_TAB]: self.dev = True
        else: self.dev = False
        return False 
开发者ID:LoveThinkinghard,项目名称:RoboMaster-AI-Challenge-Simulator-2D,代码行数:32,代码来源:kernal.py

示例3: wait_for_keypress_to_select_label

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_1 [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, ') 
开发者ID:jhu-lcsr,项目名称:costar_plan,代码行数:57,代码来源:view_convert_dataset.py

示例4: display_cube

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_1 [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()

# --- 
开发者ID:furas,项目名称:python-examples,代码行数:48,代码来源:main.py


注:本文中的pygame.K_1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。