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Python pygame.K_TAB属性代码示例

本文整理汇总了Python中pygame.K_TAB属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_TAB属性的具体用法?Python pygame.K_TAB怎么用?Python pygame.K_TAB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_TAB属性的8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_TAB [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: play

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [as 别名]
def play(self, file):
        self.memory = np.load(file)
        i = 0
        stop = False
        flag = 0
        while True:
            self.time = self.memory[i].time
            self.cars = self.memory[i].cars
            self.car_num = len(self.cars)
            self.compet_info = self.memory[i].compet_info
            self.detect = self.memory[i].detect
            self.vision = self.memory[i].vision
            self.bullets = self.memory[i].bullets
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return
            pressed = pygame.key.get_pressed()
            if pressed[pygame.K_TAB]: self.dev = True
            else: self.dev = False
            self.one_epoch()
            if pressed[pygame.K_SPACE] and not flag:
                flag = 50
                stop = not stop
            if flag > 0: flag -= 1
            if pressed[pygame.K_LEFT] and i > 10: i -= 10
            if pressed[pygame.K_RIGHT] and i < len(self.memory)-10: i += 10
            if i < len(self.memory)-1 and not stop: i += 1
            self.clock.tick(200) 
开发者ID:LoveThinkinghard,项目名称:RoboMaster-AI-Challenge-Simulator-2D,代码行数:30,代码来源:kernal.py

示例3: get_order

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [as 别名]
def get_order(self): 
        # get order from controler
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True
        pressed = pygame.key.get_pressed()
        if pressed[pygame.K_1]: self.n = 0
        if pressed[pygame.K_2]: self.n = 1
        if pressed[pygame.K_3]: self.n = 2
        if pressed[pygame.K_4]: self.n = 3
        self.orders[self.n] = 0
        if pressed[pygame.K_w]: self.orders[self.n, 0] += 1
        if pressed[pygame.K_s]: self.orders[self.n, 0] -= 1
        if pressed[pygame.K_q]: self.orders[self.n, 1] -= 1
        if pressed[pygame.K_e]: self.orders[self.n, 1] += 1
        if pressed[pygame.K_a]: self.orders[self.n, 2] -= 1
        if pressed[pygame.K_d]: self.orders[self.n, 2] += 1
        if pressed[pygame.K_b]: self.orders[self.n, 3] -= 1
        if pressed[pygame.K_m]: self.orders[self.n, 3] += 1
        if pressed[pygame.K_SPACE]: self.orders[self.n, 4] = 1
        else: self.orders[self.n, 4] = 0
        if pressed[pygame.K_f]: self.orders[self.n, 5] = 1
        else: self.orders[self.n, 5] = 0
        if pressed[pygame.K_r]: self.orders[self.n, 6] = 1
        else: self.orders[self.n, 6] = 0
        if pressed[pygame.K_n]: self.orders[self.n, 7] = 1
        else: self.orders[self.n, 7] = 0
        if pressed[pygame.K_TAB]: self.dev = True
        else: self.dev = False
        return False 
开发者ID:LoveThinkinghard,项目名称:RoboMaster-AI-Challenge-Simulator-2D,代码行数:32,代码来源:kernal.py

示例4: debugLoop

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [as 别名]
def debugLoop(self):
        self.draw()
        pygame.display.update()
        try:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.exit_status = 1
                    self.debug_mode = False
                
                if event.type == pygame.KEYDOWN:
                    if (event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT):
                        self.debug_mode = False
                    elif event.key == pygame.K_TAB:
                        self.debug_console.set_trace() #Drop into the console
                    elif event.key == pygame.K_LEFT:
                        self.cameraX = -5
                    elif event.key == pygame.K_RIGHT:
                        self.cameraX = 5
                    elif event.key == pygame.K_UP:
                        self.cameraY = -5
                    elif event.key == pygame.K_DOWN:
                        self.cameraY = 5
                    elif event.key == pygame.K_z:
                        self.zoomVal = 0.01
                    elif event.key == pygame.K_x:
                        self.zoomVal = -0.01
                elif event.type == pygame.KEYUP:
                    if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                        self.cameraX = 0
                    elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
                        self.cameraY = 0
                    elif event.key == pygame.K_z or event.key == pygame.K_x:
                        self.zoomVal = 0
                for cont in self.controllers:
                    cont.getInputs(event)
                
            
            self.stage.moveCamera(self.cameraX,self.cameraY)
            self.stage.zoomCamera(self.zoomVal)    
        except bdb.BdbQuit:
            pass 
开发者ID:digiholic,项目名称:universalSmashSystem,代码行数:43,代码来源:battle.py

示例5: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [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6: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [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

示例7: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [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]
            self.auto_check_reset()
            for each in self.units:
                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_unit(each)

        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)
            self.mainloop.redraw_needed[0] = True

        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                if self.active_unit in self.units:
                    self.auto_check_reset()
                    lhv = len(self.active_unit.value)
                    self.changed_since_check = True
                    if event.key == pygame.K_BACKSPACE:
                        if lhv > 0:
                            self.active_unit.value = self.active_unit.value[0:lhv - 1]
                    else:
                        char = event.unicode
                        if len(char) > 0 and ((char in self.digits) or (lhv == 0 and self.allow_dash and char == "-")):
                            if lhv < self.imput_limit:
                                self.active_unit.value += char
                            else:
                                self.active_unit.value = char
                    self.active_unit.update_me = True
                    self.mainloop.redraw_needed[0] = True
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or
                                                 event.key == pygame.K_TAB or event.key == pygame.K_DOWN):
                if self.all_completed():
                    self.custom_check_result()
                if self.active_unit is not None:
                    self.toggle_active_unit(self.units[(self.active_unit.id + 1) % 5])

            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                if self.active_unit is not None:
                    self.toggle_active_unit(self.units[(self.active_unit.id + 4) % 5])

        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:50,代码来源:game030.py

示例8: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_TAB [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]
            self.auto_check_reset()
            for each in self.units:
                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_unit(each)

        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)

            self.mainloop.redraw_needed[0] = True

        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                if self.active_unit in self.units:
                    self.auto_check_reset()
                    lhv = len(self.active_unit.value)
                    self.changed_since_check = True
                    if event.key == pygame.K_BACKSPACE:
                        if lhv > 0:
                            self.active_unit.value = self.active_unit.value[0:lhv - 1]
                    else:
                        char = event.unicode
                        if len(char) > 0 and ((char in self.digits) or (lhv == 0 and self.allow_dash and char == "-")):
                            if lhv < self.imput_limit:
                                self.active_unit.value += char
                            else:
                                self.active_unit.value = char
                    self.active_unit.update_me = True
                    self.mainloop.redraw_needed[0] = True
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or
                                                 event.key == pygame.K_TAB or event.key == pygame.K_DOWN):
                if self.all_completed():
                    self.custom_check_result()
                if self.active_unit is not None:
                    self.toggle_active_unit(self.units[(self.active_unit.id + 1) % 5])

            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                if self.active_unit is not None:
                    self.toggle_active_unit(self.units[(self.active_unit.id + 4) % 5])

        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:51,代码来源:game040.py


注:本文中的pygame.K_TAB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。