本文整理汇总了Python中pygame.K_ESCAPE属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_ESCAPE属性的具体用法?Python pygame.K_ESCAPE怎么用?Python pygame.K_ESCAPE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_ESCAPE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 K_ESCAPE [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)
示例2: loop
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [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)
示例3: __startInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def __startInterface(self):
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_RETURN:
return
self.screen.fill(self.cfg.AQUA)
text1 = 'Press <Enter> to start the game'
text2 = 'Press <Esc> to quit the game'
text_render1 = self.font_big.render(text1, False, self.cfg.BLUE)
text_render2 = self.font_big.render(text2, 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))
pygame.display.flip()
clock.tick(30)
示例4: __endInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [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)
示例5: endGame
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [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)
示例6: endInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [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()
示例7: _event_looper
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [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
示例8: _press_key_to_quit
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [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
示例9: _map_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def _map_keys(self):
key_map = self.io.key_map
key_map[imgui.KEY_TAB] = pygame.K_TAB
key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT
key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT
key_map[imgui.KEY_UP_ARROW] = pygame.K_UP
key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN
key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP
key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN
key_map[imgui.KEY_HOME] = pygame.K_HOME
key_map[imgui.KEY_END] = pygame.K_END
key_map[imgui.KEY_DELETE] = pygame.K_DELETE
key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE
key_map[imgui.KEY_ENTER] = pygame.K_RETURN
key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE
key_map[imgui.KEY_A] = pygame.K_a
key_map[imgui.KEY_C] = pygame.K_c
key_map[imgui.KEY_V] = pygame.K_v
key_map[imgui.KEY_X] = pygame.K_x
key_map[imgui.KEY_Y] = pygame.K_y
key_map[imgui.KEY_Z] = pygame.K_z
示例10: events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def events(self):
# catch all events here
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
if event.key == pg.K_LEFT:
self.player.move(dx=-1)
if event.key == pg.K_RIGHT:
self.player.move(dx=1)
if event.key == pg.K_UP:
self.player.move(dy=-1)
if event.key == pg.K_DOWN:
self.player.move(dy=1)
示例11: game_over
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def game_over(self):
'''
游戏结束
'''
while True:
# 绘制背景图
self.set_time_passed()
self.draw_background()
text = self.font.render(f'游戏结束,得分 : {self.score} ', True, (0, 0, 0), (255, 255, 255))
text_position_x = (self.size[0] - text.get_size()[0]) / 2
text_position_y = (self.size[1] - text.get_size()[1]) / 2
self.screen.blit(text, (text_position_x, text_position_y))
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_ESCAPE:
pygame.quit()
sys.exit()
pygame.display.update()
示例12: ShowEndInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def ShowEndInterface():
title_font = pygame.font.Font('simkai.ttf', 100)
title_game = title_font.render('Game', True, (233, 150, 122))
title_over = title_font.render('Over', True, (233, 150, 122))
game_rect = title_game.get_rect()
over_rect = title_over.get_rect()
game_rect.midtop = (SCREENWIDTH/2, 70)
over_rect.midtop = (SCREENWIDTH/2, game_rect.height+70+25)
screen.blit(title_game, game_rect)
screen.blit(title_over, over_rect)
pygame.display.update()
pygame.time.wait(500)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
CloseGame()
示例13: endGame
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def endGame(screen, sounds, showScore, score, number_images, bird, pipe_sprites, backgroud_image, other_images, base_pos, cfg, mode):
if mode == 'train':
return
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)
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)
示例14: textBoxInput
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def textBoxInput(textbox, functionToCall=None, args=[]):
# starts grabbing key inputs, putting into textbox until enter pressed
global keydict
textbox.text = ""
returnVal = None
while True:
updateDisplay()
if functionToCall:
returnVal = functionToCall(*args)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
textbox.clear()
if returnVal:
return textbox.text, returnVal
else:
return textbox.text
elif event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
else:
textbox.update(event)
elif event.type == pygame.QUIT:
pygame.quit()
sys.exit()
示例15: run
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_ESCAPE [as 别名]
def run(self):
# Game Loop
while True:
self.clock.tick(60) # Set to 60 fps
if self.current_scene == 'Map':
self.map_scene()
elif self.current_scene == 'Main':
self.main_scene()
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
# If ESC is pressed during the zoom state the world map is opened
self.country = None
self.current_scene = 'Map'
self.run()
pygame.display.update()