本文整理汇总了Python中pygame.K_SPACE属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_SPACE属性的具体用法?Python pygame.K_SPACE怎么用?Python pygame.K_SPACE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_SPACE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: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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)
示例2: GameStartInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [as 别名]
def GameStartInterface(screen, sounds, cfg):
dino = Dinosaur(cfg.IMAGE_PATHS['dino'])
ground = pygame.image.load(cfg.IMAGE_PATHS['ground']).subsurface((0, 0), (83, 19))
rect = ground.get_rect()
rect.left, rect.bottom = cfg.SCREENSIZE[0]/20, cfg.SCREENSIZE[1]
clock = pygame.time.Clock()
press_flag = False
while True:
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_SPACE or event.key == pygame.K_UP:
press_flag = True
dino.jump(sounds)
dino.update()
screen.fill(cfg.BACKGROUND_COLOR)
screen.blit(ground, rect)
dino.draw(screen)
pygame.display.update()
clock.tick(cfg.FPS)
if (not dino.is_jumping) and press_flag:
return True
示例3: endGame
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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4: _event_looper
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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5: _press_key_to_quit
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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6: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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
示例7: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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
示例8: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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)
示例9: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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)
示例10: check_keydown_events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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: endGame
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [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12: normal_update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [as 别名]
def normal_update(self, keys):
if self.allow_input:
if keys[pg.K_DOWN] and self.arrow.index == 0:
self.arrow.index = 1
self.notify(c.CLICK)
self.allow_input = False
elif keys[pg.K_UP] and self.arrow.index == 1:
self.arrow.index = 0
self.notify(c.CLICK)
self.allow_input = False
elif keys[pg.K_SPACE]:
if self.arrow.index == 0:
self.game_data = pickle.load(open("save.p", "rb"))
self.next = c.TOWN
self.state = c.TRANSITION_OUT
else:
self.next = c.OVERWORLD
self.state = c.TRANSITION_OUT
self.notify(c.CLICK2)
self.arrow.rect.y = self.arrow.pos_list[self.arrow.index]
if not keys[pg.K_DOWN] and not keys[pg.K_UP]:
self.allow_input = True
示例13: handle_event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [as 别名]
def handle_event(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_BACKSPACE:
self.reset()
if event.key == pygame.K_SPACE:
self.speed_y = -20
if event.key == pygame.K_LEFT:
self.speed_x -= 10
elif event.key == pygame.K_RIGHT:
self.speed_x += 10
elif event.key == pygame.K_DOWN:
self.gravity += 10
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.speed_x -= -10
elif event.key == pygame.K_RIGHT:
self.speed_x += -10
elif event.key == pygame.K_DOWN:
self.gravity += -10
示例14: GameEndInterface
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [as 别名]
def GameEndInterface(screen, cfg):
replay_image = pygame.image.load(cfg.IMAGE_PATHS['replay'])
replay_image = pygame.transform.scale(replay_image, (35, 31))
replay_image_rect = replay_image.get_rect()
replay_image_rect.centerx = cfg.SCREENSIZE[0] / 2
replay_image_rect.top = cfg.SCREENSIZE[1] * 0.52
gameover_image = pygame.image.load(cfg.IMAGE_PATHS['gameover'])
gameover_image = pygame.transform.scale(gameover_image, (190, 11))
gameover_image_rect = gameover_image.get_rect()
gameover_image_rect.centerx = cfg.SCREENSIZE[0] / 2
gameover_image_rect.centery = cfg.SCREENSIZE[1] * 0.35
clock = pygame.time.Clock()
while True:
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_SPACE or event.key == pygame.K_UP:
return True
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if replay_image_rect.collidepoint(mouse_pos):
return True
screen.blit(replay_image, replay_image_rect)
screen.blit(gameover_image, gameover_image_rect)
pygame.display.update()
clock.tick(cfg.FPS)
示例15: startGame
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_SPACE [as 别名]
def startGame(screen, sounds, bird_images, other_images, backgroud_image, cfg):
base_pos = [0, cfg.SCREENHEIGHT*0.79]
base_diff_bg = other_images['base'].get_width() - backgroud_image.get_width()
msg_pos = [(cfg.SCREENWIDTH-other_images['message'].get_width())/2, cfg.SCREENHEIGHT*0.12]
bird_idx = 0
bird_idx_change_count = 0
bird_idx_cycle = itertools.cycle([0, 1, 2, 1])
bird_pos = [cfg.SCREENWIDTH*0.2, (cfg.SCREENHEIGHT-list(bird_images.values())[0].get_height())/2]
bird_y_shift_count = 0
bird_y_shift_max = 9
shift = 1
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 {'bird_pos': bird_pos, 'base_pos': base_pos, 'bird_idx': bird_idx}
sounds['wing'].play()
bird_idx_change_count += 1
if bird_idx_change_count % 5 == 0:
bird_idx = next(bird_idx_cycle)
bird_idx_change_count = 0
base_pos[0] = -((-base_pos[0] + 4) % base_diff_bg)
bird_y_shift_count += 1
if bird_y_shift_count == bird_y_shift_max:
bird_y_shift_max = 16
shift = -1 * shift
bird_y_shift_count = 0
bird_pos[-1] = bird_pos[-1] + shift
screen.blit(backgroud_image, (0, 0))
screen.blit(list(bird_images.values())[bird_idx], bird_pos)
screen.blit(other_images['message'], msg_pos)
screen.blit(other_images['base'], base_pos)
pygame.display.update()
clock.tick(cfg.FPS)