本文整理汇总了Python中pygame.K_LCTRL属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_LCTRL属性的具体用法?Python pygame.K_LCTRL怎么用?Python pygame.K_LCTRL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_LCTRL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: key_event_up
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LCTRL [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
示例2: run
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LCTRL [as 别名]
def run(self):
self.initialize()
while self.running:
# update input state (down, pressed, up)
self.input.update()
if self.input.quit():
self.running = False
# debug tools
# print FPS (Ctrl+F)
if (self.input.isKeyPressed(pygame.K_LCTRL) or self.input.isKeyPressed(pygame.K_RCTRL)) and self.input.isKeyDown(pygame.K_f):
fps = self.clock.get_fps()
print( "FPS: " + str(int(fps)) )
# save screenshot (Ctrl+S)
if (self.input.isKeyPressed(pygame.K_LCTRL) or self.input.isKeyPressed(pygame.K_RCTRL)) and self.input.isKeyDown(pygame.K_s):
timeString = str( int(1000 * time.time()) )
fileName = "image-" + timeString + ".png"
pygame.image.save(self.screen, fileName)
self.deltaTime = self.clock.get_time() / 1000.0
self.update()
# display image on screen
pygame.display.flip()
# limit to 60 FPS
self.clock.tick(60)
# end of program
pygame.quit()
sys.exit()