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Python pygame.K_KP_ENTER属性代码示例

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

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)
            elif active == 4:
                self.change_fract_btn(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn(self.numbers2, 0, 1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:27,代码来源:game115.py

示例2: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 3 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
                self.auto_check_reset()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:22,代码来源:game085.py

示例3: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < self.sollen and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
                self.auto_check_reset()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:22,代码来源:game087.py

示例4: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(-1)
            elif active == 1:
                self.change_fract_btn(1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset()
            lhv = len(self.nm1.value)
            self.changed_since_check = True
            if event.key == pygame.K_BACKSPACE:
                if lhv > 2:
                    self.nm1.value = self.nm1.value[0:lhv - 1]
            else:
                char = event.unicode
                if len(char) > 0 and char in self.digits:
                    self.numbers_disp[0] = int(char)
                    self.nm1.set_value("0.%s" % char)
                    self.check_result()
            self.nm1.update_me = True
            self.mainloop.redraw_needed[0] = True 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:28,代码来源:game068.py

示例5: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)

            elif active == 4:
                self.change_fract_btn(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn(self.numbers2, 0, 1)

            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:29,代码来源:game094.py

示例6: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if self.missing_number == 1:
                if active == 0:
                    self.change_fract_btn(-1, 0)
                elif active == 1:
                    self.change_fract_btn(1, 0)
            else:
                if active == 0:
                    self.change_fract_btn(0, -1)
                elif active == 1:
                    self.change_fract_btn(0, 1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            lhv = len(self.active_num.value)
            self.changed_since_check = True
            if event.key == pygame.K_BACKSPACE:
                if lhv > 0:
                    self.active_num.value = self.active_num.value[0:lhv - 1]
            else:
                char = event.unicode
                if self.typed and len(char) > 0 and lhv < 3 and char in self.digits:
                    self.active_num.value += char
                elif char in self.digits:
                    self.active_num.value = char
                    self.typed = True
            if len(self.active_num.value) > 0:
                self.result[self.missing_number - 1] = int(self.active_num.value)
            else:
                self.result[self.missing_number - 1] = 0

            self.active_num.update_me = True
            self.mainloop.redraw_needed[0] = True
            self.auto_check_reset() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:40,代码来源:game110.py

示例7: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
                if self.board.grid[4][18]:
                    self.check_result()
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:35,代码来源:game035.py

示例8: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)

            elif active == 4:
                self.change_fract_btn2(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn2(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn2(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn2(self.numbers2, 0, 1)

            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:29,代码来源:game118.py

示例9: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][16]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][16]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
                if self.board.grid[4][16]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
                    self.check_result()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:35,代码来源:game034.py

示例10: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and lhv < 2 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
                if self.board.grid[4][18]:
                    self.check_result()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:33,代码来源:game084.py

示例11: onKeyDown

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def onKeyDown(self, event):
        if not self.select_item:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_DELETE:
                pass
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER and event.key != pygame.K_TAB:
                lhv = len(self.value)
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        if self.ls.lang.ltr_text:
                            self.value = self.value[0:lhv - 1]
                        else:
                            self.value = self.value[1:lhv]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 21:
                        if self.ls.lang.ltr_text:
                            self.value = self.value + char
                        else:
                            self.value = char + self.value

                if self.selection_modifier:
                    if self.ls.prev_user_checked:
                        if self.value != self.ls.prev_user_checked.value:
                            self.ls.prev_user_checked.update_me = True
                            self.ls.prev_user_checked.checked = False
                    self.ls.reload_selects()
                    self.ls.set_scrollbar_top(self.ls.scroll_min_top)
            elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or event.key == pygame.K_TAB:
                self.nextFocus()

            self.update_trigger() 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:33,代码来源:loginscreen.py

示例12: __pgbox

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def __pgbox(title, message):
    try:
        import pygame as pg
        pg.quit() #clean out anything running
        pg.display.init()
        pg.font.init()
        screen = pg.display.set_mode((460, 140))
        pg.display.set_caption(title)
        font = pg.font.Font(None, 18)
        foreg, backg, liteg = (0, 0, 0), (180, 180, 180), (210, 210, 210)
        ok = font.render('Ok', 1, foreg, liteg)
        okbox = ok.get_rect().inflate(200, 10)
        okbox.centerx = screen.get_rect().centerx
        okbox.bottom = screen.get_rect().bottom - 10
        screen.fill(backg)
        screen.fill(liteg, okbox)
        screen.blit(ok, okbox.inflate(-200, -10))
        pos = [10, 10]
        for text in message.split('\n'):
            if text:
                msg = font.render(text, 1, foreg, backg)
                screen.blit(msg, pos)
            pos[1] += font.get_height()
        pg.display.flip()
        stopkeys = pg.K_ESCAPE, pg.K_SPACE, pg.K_RETURN, pg.K_KP_ENTER
        while 1:
            e = pg.event.wait()
            if e.type == pg.QUIT or \
                       (e.type == pg.KEYDOWN and e.key in stopkeys) or \
                       (e.type == pg.MOUSEBUTTONDOWN and okbox.collidepoint(e.pos)):
                break
        pg.quit()
    except pg.error:
        raise ImportError 
开发者ID:pygame,项目名称:stuntcat,代码行数:36,代码来源:cli.py

示例13: __human_control

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def __human_control(self, key):
        if self.player1_human_control and self.player2_human_control:
            if self.two_players:
                if key == pygame.K_LEFT:
                    self.player1.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_RIGHT:
                    self.player1.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_UP:
                    self.player1.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_DOWN:
                    self.player1.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_KP_ENTER:
                    self.__fire_bullet(self.player1, False)
                if key == pygame.K_a:
                    self.player2.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_d:
                    self.player2.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_w:
                    self.player2.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_s:
                    self.player2.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_SPACE:
                    self.__fire_bullet(self.player2, False)
            else:
                if key == pygame.K_LEFT:
                    self.player1.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_RIGHT:
                    self.player1.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_UP:
                    self.player1.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_DOWN:
                    self.player1.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_SPACE:
                    self.__fire_bullet(self.player1, False)
        else:
            if not self.player1_human_control:
                if self.two_players:
                    if key == pygame.K_LEFT:
                        self.player2.move(GlobalConstants.LEFT_ACTION, self.sprites)
                    if key == pygame.K_RIGHT:
                        self.player2.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                    if key == pygame.K_UP:
                        self.player2.move(GlobalConstants.UP_ACTION, self.sprites)
                    if key == pygame.K_DOWN:
                        self.player2.move(GlobalConstants.DOWN_ACTION, self.sprites)
                    if key == pygame.K_SPACE:
                        self.__fire_bullet(self.player2, False)
            else:
                if key == pygame.K_LEFT:
                    self.player1.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_RIGHT:
                    self.player1.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_UP:
                    self.player1.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_DOWN:
                    self.player1.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_SPACE:
                    self.__fire_bullet(self.player1, False) 
开发者ID:garlicdevs,项目名称:Fruit-API,代码行数:60,代码来源:engine.py

示例14: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin]
            for each in self.text_fields:
                if each.rect.topleft[0] < pos[0] < each.rect.topleft[0] + each.rect.width and \
                        each.rect.topleft[1] < pos[1] < each.rect.topleft[1] + each.rect.height:
                    self.toggle_active_fract(each)
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.response, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.response, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.response, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.response, 0, 1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset()
            lhv = len(self.current_txt)
            self.changed_since_check = True
            if event.key == pygame.K_BACKSPACE:
                if lhv > 0:
                    self.current_txt = self.current_txt[0:lhv - 1]
                    self.active_fract.value = self.current_txt
                self.active_fract.update_me = True
                if len(self.current_txt) > 0:
                    if self.active_fract == self.sm1a:
                        self.response[0] = int(self.active_fract.value)
                    elif self.active_fract == self.sm1b:
                        self.response[1] = int(self.active_fract.value)


            elif event.key == pygame.K_TAB:
                if self.active_fract == self.sm1a:
                    self.toggle_active_fract(self.sm1b)
                else:
                    self.toggle_active_fract(self.sm1a)
            else:
                char = event.unicode
                if char in self.digits:
                    if len(char) > 0 and lhv < 3 and self.active_fract.value != self.qm:
                        self.current_txt += char
                    else:
                        self.current_txt = char

                    self.active_fract.value = self.current_txt

                    if self.active_fract == self.sm1a:
                        self.response[0] = int(self.active_fract.value)
                        if self.response[0] == self.sum_numbers[0]:
                            self.toggle_active_fract(self.sm1b)
                    elif self.active_fract == self.sm1b:
                        self.response[1] = int(self.active_fract.value)
                    self.active_fract.update_me = True

            self.mainloop.redraw_needed[0] = True 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:62,代码来源:game120.py

示例15: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_KP_ENTER [as 别名]
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin]

            if self.nm1.rect.topleft[0] < pos[0] < self.nm1.rect.topleft[0] + self.nm1.rect.width and \
                    self.nm1.rect.topleft[1] < pos[1] < self.nm1.rect.topleft[1] + self.nm1.rect.height:
                self.toggle_active_fract(self.nm1, self.nm2)
            elif self.nm2.rect.topleft[0] < pos[0] < self.nm2.rect.topleft[0] + self.nm2.rect.width and \
                    self.nm2.rect.topleft[1] < pos[1] < self.nm2.rect.topleft[1] + self.nm2.rect.height:
                self.toggle_active_fract(self.nm2, self.nm1)

            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(-1, 0)
            elif active == 1:
                self.change_fract_btn(1, 0)
            elif active == 2:
                self.change_fract_btn(0, -1)
            elif active == 3:
                self.change_fract_btn(0, 1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset()
            lhv = len(self.active_fract.value)
            self.changed_since_check = True
            if event.key == pygame.K_BACKSPACE:
                if lhv > 0:
                    self.active_fract.value = self.active_fract.value[0:lhv - 1]
            elif event.key == pygame.K_TAB:
                if self.active_fract == self.nm1:
                    self.toggle_active_fract(self.nm2, self.nm1)
                else:
                    self.toggle_active_fract(self.nm1, self.nm2)
            else:
                char = event.unicode
                if len(char) > 0 and char in self.digits:
                    self.active_fract.set_value("%s" % char)
                    if self.active_fract == self.nm1:
                        self.numbers_disp[0] = int(char)
                        self.toggle_active_fract(self.nm2, self.nm1)
                    else:
                        self.numbers_disp[1] = int(char)
                        self.toggle_active_fract(self.nm1, self.nm2)
                    if self.nm1.value != self.qm and self.nm2.value != self.qm:
                        self.check_result()
                    self.mainloop.redraw_needed[0] = True 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:51,代码来源:game067.py


注:本文中的pygame.K_KP_ENTER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。