本文整理汇总了Python中pygame.locals.K_DOWN属性的典型用法代码示例。如果您正苦于以下问题:Python locals.K_DOWN属性的具体用法?Python locals.K_DOWN怎么用?Python locals.K_DOWN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.locals
的用法示例。
在下文中一共展示了locals.K_DOWN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: _parse_vehicle_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _parse_vehicle_keys(self, keys, milliseconds):
"""
Calculate new vehicle controls based on input keys
"""
self._control.throttle = 0.6 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 15.0 * 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.95, max(-0.95, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例2: _get_keyboard_control
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _get_keyboard_control(self, keys):
"""
Return a VehicleControl message based on the pressed keys.
Return None
if a new episode was requested.
"""
control = VehicleControl()
if keys[K_LEFT] or keys[K_a]:
control.steer = -1.0
if keys[K_RIGHT] or keys[K_d]:
control.steer = 1.0
if keys[K_UP] or keys[K_w]:
control.throttle = 1.0
if keys[K_DOWN] or keys[K_s]:
control.brake = 1.0
if keys[K_SPACE]:
control.hand_brake = True
if keys[K_q]:
self._is_on_reverse = not self._is_on_reverse
control.reverse = self._is_on_reverse
return control
示例3: parse_events
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def parse_events(self, world, clock):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == pygame.KEYUP:
if self._is_quit_shortcut(event.key):
return True
elif event.key == K_BACKSPACE:
world.restart()
elif event.key == K_F1:
world.hud.toggle_info()
elif event.key == K_h or (
event.key == K_SLASH and pygame.key.get_mods() & KMOD_SHIFT):
world.hud.help.toggle()
elif event.key == K_LEFT:
self._command_cache = 3.0
elif event.key == K_RIGHT:
self._command_cache = 4.0
elif event.key == K_DOWN:
self._command_cache = 2.0
elif event.key == K_UP:
self._command_cache = 5.0
world._command_cache = self._command_cache
示例4: _parse_vehicle_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _parse_vehicle_keys(self, keys, milliseconds):
"""
parse key events
"""
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例5: _parse_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _parse_keys(self, milliseconds):
keys = pygame.key.get_pressed()
self.control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self.control.steer = round(self._steer_cache, 1)
self.control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self.control.hand_brake = keys[K_SPACE]
示例6: _parse_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _parse_keys(self, keys, milliseconds):
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例7: _parse_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _parse_keys(self, keys, milliseconds):
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-3 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例8: _parse_keys2
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_DOWN [as 别名]
def _parse_keys2(self, keys, milliseconds):
self._control.throttle = 1.0 if keys[K_UP] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] else 0.0
self._control.hand_brake = keys[K_SPACE]