本文整理汇总了Python中pygame.K_4属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_4属性的具体用法?Python pygame.K_4怎么用?Python pygame.K_4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类pygame
的用法示例。
在下文中一共展示了pygame.K_4属性的2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: get_order
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_4 [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
示例2: wait_for_keypress_to_select_label
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_4 [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, ')