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Python pygame.K_LEFT属性代码示例

本文整理汇总了Python中pygame.K_LEFT属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_LEFT属性的具体用法?Python pygame.K_LEFT怎么用?Python pygame.K_LEFT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_LEFT属性的13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: _map_keys

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [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 
开发者ID:swistakm,项目名称:pyimgui,代码行数:24,代码来源:pygame.py

示例2: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        pg.display.set_caption(str((self.rect.x, self.rect.y)))
        self.vx, self.vy = 0, 0
        keys = pg.key.get_pressed()
        if keys[pg.K_UP]:
            self.vy = -5
        if keys[pg.K_DOWN]:
            self.vy = 5
        if keys[pg.K_LEFT]:
            self.vx = -5
        if keys[pg.K_RIGHT]:
            self.vx = 5
        # if self.vx != 0 and self.vy != 0:
        #     self.vx *= 0.7071
        #     self.vy *= 0.7071
        self.rect.x += self.vx
        if pg.sprite.spritecollide(self, walls, False, pg.sprite.collide_mask):
            self.rect.x -= self.vx
        self.rect.y += self.vy
        if pg.sprite.spritecollide(self, walls, False, pg.sprite.collide_mask):
            self.rect.y -= self.vy 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:23,代码来源:tilemap_demo2.py

示例3: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        # timeout for powerups
        if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
            self.power -= 1
            self.power_time = pygame.time.get_ticks()

        # unhide if hidden
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 10

        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -8
        if keystate[pygame.K_RIGHT]:
            self.speedx = 8
        if keystate[pygame.K_SPACE]:
            self.shoot()
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:27,代码来源:shmup-14.py

示例4: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        # unhide if hidden
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 10

        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -8
        if keystate[pygame.K_RIGHT]:
            self.speedx = 8
        if keystate[pygame.K_SPACE]:
            self.shoot()
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:22,代码来源:shmup-11.py

示例5: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        self.acc = vec(0, PLAYER_GRAV)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.acc.x += self.vel.x * PLAYER_FRICTION
        # equations of motion
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        # wrap around the sides of the screen
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        self.rect.midbottom = self.pos 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:22,代码来源:sprites.py

示例6: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        self.acc = vec(0, 0.5)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.acc.x += self.vel.x * PLAYER_FRICTION
        # equations of motion
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        # wrap around the sides of the screen
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        self.rect.midbottom = self.pos 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:22,代码来源:sprites.py

示例7: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        self.animate()
        self.acc = vec(0, PLAYER_GRAV)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.acc.x += self.vel.x * PLAYER_FRICTION
        # equations of motion
        self.vel += self.acc
        if abs(self.vel.x) < 0.1:
            self.vel.x = 0
        self.pos += self.vel + 0.5 * self.acc
        # wrap around the sides of the screen
        if self.pos.x > WIDTH + self.rect.width / 2:
            self.pos.x = 0 - self.rect.width / 2
        if self.pos.x < 0 - self.rect.width / 2:
            self.pos.x = WIDTH + self.rect.width / 2

        self.rect.midbottom = self.pos 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:25,代码来源:sprites.py

示例8: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        self.acc = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.acc += self.vel * PLAYER_FRICTION
        # equations of motion
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        # wrap around the sides of the screen
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        self.rect.center = self.pos 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:22,代码来源:sprites.py

示例9: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def update(self):
        self.animate()
        self.acc = vec(0, PLAYER_GRAV)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT]:
            self.acc.x = -PLAYER_ACC
        if keys[pg.K_RIGHT]:
            self.acc.x = PLAYER_ACC

        # apply friction
        self.acc.x += self.vel.x * PLAYER_FRICTION
        # equations of motion
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        # wrap around the sides of the screen
        if self.pos.x > WIDTH:
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = WIDTH

        self.rect.midbottom = self.pos 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:23,代码来源:sprites.py

示例10: get_keys

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def get_keys(self):
        self.rot_speed = 0
        self.vel = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT] or keys[pg.K_a]:
            self.rot_speed = PLAYER_ROT_SPEED
        if keys[pg.K_RIGHT] or keys[pg.K_d]:
            self.rot_speed = -PLAYER_ROT_SPEED
        if keys[pg.K_UP] or keys[pg.K_w]:
            self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
        if keys[pg.K_DOWN] or keys[pg.K_s]:
            self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
        if keys[pg.K_SPACE]:
            now = pg.time.get_ticks()
            if now - self.last_shot > BULLET_RATE:
                self.last_shot = now
                dir = vec(1, 0).rotate(-self.rot)
                pos = self.pos + BARREL_OFFSET.rotate(-self.rot)
                Bullet(self.game, pos, dir)
                self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
                choice(self.game.weapon_sounds['gun']).play()
                MuzzleFlash(self.game, pos) 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:24,代码来源:sprites.py

示例11: get_keys

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def get_keys(self):
        self.rot_speed = 0
        self.vel = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT] or keys[pg.K_a]:
            self.rot_speed = PLAYER_ROT_SPEED
        if keys[pg.K_RIGHT] or keys[pg.K_d]:
            self.rot_speed = -PLAYER_ROT_SPEED
        if keys[pg.K_UP] or keys[pg.K_w]:
            self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
        if keys[pg.K_DOWN] or keys[pg.K_s]:
            self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
        if keys[pg.K_SPACE]:
            now = pg.time.get_ticks()
            if now - self.last_shot > BULLET_RATE:
                self.last_shot = now
                dir = vec(1, 0).rotate(-self.rot)
                pos = self.pos + BARREL_OFFSET.rotate(-self.rot)
                Bullet(self.game, pos, dir)
                self.vel = vec(-KICKBACK, 0).rotate(-self.rot) 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:22,代码来源:sprites.py

示例12: get_keys

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [as 别名]
def get_keys(self):
        self.rot_speed = 0
        self.vel = vec(0, 0)
        keys = pg.key.get_pressed()
        if keys[pg.K_LEFT] or keys[pg.K_a]:
            self.rot_speed = PLAYER_ROT_SPEED
        if keys[pg.K_RIGHT] or keys[pg.K_d]:
            self.rot_speed = -PLAYER_ROT_SPEED
        if keys[pg.K_UP] or keys[pg.K_w]:
            self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
        if keys[pg.K_DOWN] or keys[pg.K_s]:
            self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
        if keys[pg.K_SPACE]:
            now = pg.time.get_ticks()
            if now - self.last_shot > BULLET_RATE:
                self.last_shot = now
                dir = vec(1, 0).rotate(-self.rot)
                pos = self.pos + BARREL_OFFSET.rotate(-self.rot)
                Bullet(self.game, pos, dir)
                self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
                MuzzleFlash(self.game, pos) 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:23,代码来源:sprites.py

示例13: events

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_LEFT [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) 
开发者ID:kidscancode,项目名称:pygame_tutorials,代码行数:18,代码来源:main.py


注:本文中的pygame.K_LEFT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。