本文整理汇总了Python中pygame.K_RETURN属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_RETURN属性的具体用法?Python pygame.K_RETURN怎么用?Python pygame.K_RETURN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_RETURN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: __startInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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2: endInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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3: gameOverScreen
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [as 别名]
def gameOverScreen(self):
""" Show game over screen """
global screen
# stop game main loop (if any)
self.running = False
screen.fill([0, 0, 0])
self.writeInBricks("game", [125, 140])
self.writeInBricks("over", [125, 220])
pygame.display.flip()
while 1:
time_passed = self.clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
self.showMenu()
return
示例4: _map_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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5: handle
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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:
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 char in self.digits:
if len(char) > 0 and lhv < self.max_len:
self.home_square.value += char
else:
self.home_square.value = char
self.home_square.update_me = True
self.mainloop.redraw_needed[0] = True
示例6: handle
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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:
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 char in self.digits:
if len(char) > 0 and lhv < 2:
self.home_square.value += char
else:
self.home_square.value = char
self.home_square.update_me = True
self.mainloop.redraw_needed[0] = True
示例7: handle
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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()
示例8: handle
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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()
示例9: handle
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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, 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)
elif 3 < active < 16:
self.activate_factor(active-4)
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()
示例10: check_keydown_events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [as 别名]
def check_keydown_events(event: EventType, ai_settings: Settings
, stats: GameStats, game_items: GameItems):
"""Respond when key is being pressed."""
if event.key == pygame.K_RIGHT:
# Move ship to the right.
game_items.ship.moving_right = True
elif event.key == pygame.K_LEFT:
# Move ship to the left.
game_items.ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, game_items)
elif event.key == pygame.K_q:
quit_game(stats)
elif event.key == pygame.K_RETURN: # ENTER key
start_new_game(ai_settings, stats, game_items)
示例11: textBoxInput
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [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12: set_keyb_selection
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [as 别名]
def set_keyb_selection(self, key):
# highlight menu item by key selection
for item in self.items:
# item.set_italic(False)
item.set_color(self.color)
if self.cur_item is None:
self.cur_item = 0
else:
if key == pygame.K_RETURN:
self.go()
elif key == pygame.K_UP:
self.cur_item -= 1
elif key == pygame.K_DOWN:
self.cur_item += 1
self.cur_item = self.cur_item % len(self.items)
# self.items[self.cur_item].set_italic(True)
self.items[self.cur_item].set_color(self.hcolor)
示例13: animateIntroScreen
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [as 别名]
def animateIntroScreen(self):
""" Slide intro (menu) screen from bottom to top
If Enter key is pressed, finish animation immediately
@return None
"""
global screen
self.drawIntroScreen(False)
screen_cp = screen.copy()
screen.fill([0, 0, 0])
y = 416
while (y > 0):
time_passed = self.clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
y = 0
break
screen.blit(screen_cp, [0, y])
pygame.display.flip()
y -= 5
screen.blit(screen_cp, [0, 0])
pygame.display.flip()
示例14: __nextLevel
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [as 别名]
def __nextLevel(self):
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
return
self.screen.fill(self.cfg.AQUA)
text = 'Press <Enter> to enter the next level'
text_render = self.font_big.render(text, False, self.cfg.BLUE)
self.screen.blit(text_render, ((self.cfg.SCREENWIDTH-text_render.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render.get_rect().height)//3))
pygame.display.flip()
clock.tick(30)
示例15: showText
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_RETURN [as 别名]
def showText(screen, font, is_clearance, flag=False):
clock = pygame.time.Clock()
msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'
positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]
surface = pygame.Surface((400, 200))
surface.set_alpha(10)
surface.fill((128, 128, 128))
screen.blit(surface, (100, 200))
texts = [font.render(msg, True, WHITE),
font.render('Press ENTER to continue or play again.', True, WHITE),
font.render('Press ESCAPE to quit.', True, WHITE)]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
if is_clearance:
if not flag:
return
else:
main(initialize())
else:
main(initialize())
elif event.key == pygame.K_ESCAPE:
sys.exit()
pygame.quit()
for idx, (text, position) in enumerate(zip(texts, positions)):
screen.blit(text, position)
pygame.display.flip()
clock.tick(10)