本文整理汇总了Python中pyglet.window.key.A属性的典型用法代码示例。如果您正苦于以下问题:Python key.A属性的具体用法?Python key.A怎么用?Python key.A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pyglet.window.key
的用法示例。
在下文中一共展示了key.A属性的12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: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def on_key_press(symbol, modifiers):
print("key %s was pressed" % symbol)
if symbol == key.A:
print('The "A" key was pressed.')
elif symbol == key.LEFT:
print('The left arrow key was pressed.')
elif symbol == key.ENTER:
print('The enter key was pressed.')
示例2: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def on_key_press(symbol, modifiers):
if symbol == key.A:
print 'The "A" key was pressed.'
elif symbol == key.LEFT:
print 'The left arrow key was pressed.'
elif symbol == key.ENTER:
print 'The enter key was pressed.'
示例3: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def on_key_press(symbol, modifiers):
if symbol == key.A:
print('The "A" key was pressed.')
elif symbol == key.LEFT:
print('The left arrow key was pressed.')
elif symbol == key.ENTER:
print('The enter key was pressed.')
示例4: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def on_key_press(symbol, modifiers):
global enable_shader
global enable_bidirectional
global enable_antialias
global enable_outline
global enable_glow
global outline_width
global glow_width
if symbol == key.S:
enable_shader = not enable_shader
elif symbol == key.B:
enable_bidirectional = not enable_bidirectional
elif symbol == key.A:
enable_antialias = not enable_antialias
elif symbol == key.O:
enable_outline = not enable_outline
enable_glow = False
elif symbol == key.G:
enable_glow = not enable_glow
enable_outline = False
elif symbol == key.PERIOD:
if enable_glow:
glow_width += 0.005
else:
outline_width += 0.005
elif symbol == key.COMMA:
if enable_glow:
glow_width -= 0.005
else:
outline_width -= 0.005
print('-' * 78)
print('enable_shader', enable_shader)
print('enable_bidirectional', enable_bidirectional)
print('enable_antialias', enable_antialias)
print('enable_outline', enable_outline)
print('enable_glow', enable_glow)
print('outline_width', outline_width)
示例5: should_fire
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def should_fire(self):
if self.last_repeat_time is None:
# The first repetition:
if time() - self.keydown_time > REPEAT_DELAY:
return True
else:
# A repetition after the first:
if time() - self.last_repeat_time > REPEAT_INTERVAL:
return True
# No repetition yet
return False
示例6: __init__
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def __init__(self, character=characters.Bomber, agent_control='arrows'):
super(PlayerAgent, self).__init__(character)
##
# @NOTE: DO NOT move this import outside the constructor. It will
# not work in headless environments like a Docker container
# and prevents Pommerman from running.
#
from pyglet.window import key
controls = {
'arrows': {
key.UP: 1,
key.DOWN: 2,
key.LEFT: 3,
key.RIGHT: 4,
key.SPACE: 5,
key.M: 6 # In Pommerman, this will freeze the game.
},
'wasd': {
key.W: 1,
key.S: 2,
key.A: 3,
key.D: 4,
key.E: 5,
key.Q: 6 # In Pommerman, this will freeze the game.
}
}
assert agent_control in controls, "Unknown control: {}".format(
agent_control)
self._key2act = controls[agent_control]
self._action_q = []
self._keystate = {}
示例7: update
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def update(self, dt):
# Fall into water if there's too much under our feet
if self.water_tiles >= 4:
self.falling += FALL_RATE * dt
# If we're on full land, climb back up
if self.water_tiles == 0 and self.falling > 0:
self.falling -= FALL_RATE * 2 * dt
if self.falling:
self.falling += FALL_RATE * dt
self.update_size()
if self.falling > FALL_MAX:
self.game_over(fell=True)
self.water_tiles = 0
self.previous_coordinates = (self.x, self.y)
if keys[key.W]:
self.y += dt * self.speed
if keys[key.S]:
self.y -= dt * self.speed
if keys[key.A]:
self.x -= dt * self.speed
if keys[key.D]:
self.x += dt * self.speed
if self.firing:
self.fire()
示例8: play
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def play(self, source, position=(0, 0, 0)):
"""Play a sound effect on the next available channel
:param source: A pyglet audio Source
:param position: Optional spacial position for the sound.
"""
player = self.sfx_players[0]
player.position = position
player.queue(source=source)
if not player.playing:
player.play()
else:
player.next_source()
self.sfx_players.rotate()
示例9: play_music
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def play_music(self, source):
"""Play a music track, or switch to a new one.
:param source: A pyglet audio Source
"""
self.music_player.queue(source=source)
if not self.music_player.playing:
self.music_player.play()
else:
self.music_player.next_source()
示例10: update_shown_sectors
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def update_shown_sectors(self, position, rotation):
"""Update shown sectors according to the actual frustum.
A sector is a contiguous x, y sub-region of world. Sectors are
used to speed up world rendering.
"""
sector = sectorize(position)
if self.sector == sector:
# The following computation is based on the actual sector
# So if there is no changes on the sector, it have to display
# The exact same thing
return
sectors_to_show = []
pad = int(FOG_END) // SECTOR_SIZE
for dx in range(-pad, pad + 1):
for dy in range(-pad, pad + 1):
for dz in range(-pad, pad + 1):
# Manathan distance
dist = abs(dx) + abs(dy) + abs(dz)
if dist > pad + pad // 2:
# Skip sectors outside of the sphere of radius pad+1
continue
x, y, z = sector
sectors_to_show.append((dist, x + dx, y + dy, z + dz))
# Sort by distance to the player in order to
# displayed closest sectors first
sectors_to_show = sorted(sectors_to_show)
sectors_to_show = [s[1:] for s in sectors_to_show]
self.model.show_only_sectors(sectors_to_show)
示例11: on_key_release
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def on_key_release(self, symbol, modifiers):
"""Event handler for the Window.on_key_release event.
Called when the player releases a key. See pyglet docs for key
mappings.
Parameters
----------
symbol : int
Number representing the key that was pressed.
modifiers : int
Number representing any modifying keys that were pressed.
"""
if symbol == key.W:
self.strafe[0] += 1
elif symbol == key.S:
self.strafe[0] -= 1
elif symbol == key.A:
self.strafe[1] += 1
elif symbol == key.D:
self.strafe[1] -= 1
elif symbol == key.SPACE:
self.dy = 0
elif symbol == key.LCTRL:
self.running = False
elif symbol == key.LSHIFT:
self.dy = 0
elif symbol == key.P:
breakpoint()
示例12: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import A [as 别名]
def on_key_press(self, symbol, modifiers):
"""Event handler for the Window.on_key_press event.
Called when the player presses a key. See pyglet docs for key
mappings.
Parameters
----------
symbol : int
Number representing the key that was pressed.
modifiers : int
Number representing any modifying keys that were pressed.
"""
if symbol == key.W:
self.strafe[0] -= 1
elif symbol == key.S:
self.strafe[0] += 1
elif symbol == key.A:
self.strafe[1] -= 1
elif symbol == key.D:
self.strafe[1] += 1
elif symbol == key.SPACE:
if self.flying:
# Reduces vertical flying speed
# 0.1 positive value that allows vertical flight up.
self.dy = 0.1 * JUMP_SPEED
elif self.dy == 0:
self.dy = JUMP_SPEED
self.audio.play(self.jump_sfx)
elif symbol == key.LCTRL:
self.running = True
elif symbol == key.LSHIFT:
if self.flying:
# Reduces vertical flying speed
# -0.1 negative value that allows vertical flight down.
self.dy = -0.1 * JUMP_SPEED
elif self.dy == 0:
self.dy = JUMP_SPEED
elif symbol == key.ESCAPE:
self.set_exclusive_mouse(False)
return pyglet.event.EVENT_HANDLED
elif symbol == key.TAB:
self.flying = not self.flying
elif symbol == key.F1:
self.scene_manager.change_scene("HelpScene")
elif symbol == key.F2:
self.toggleGui = not self.toggleGui
elif symbol == key.F3:
self.toggleLabel = not self.toggleLabel
elif symbol == key.F5:
self.scene_manager.save.save_world(self.model)
elif symbol == key.F12:
pyglet.image.get_buffer_manager().get_color_buffer().save('screenshot.png')
elif symbol in self.num_keys:
index = (symbol - self.num_keys[0]) % len(self.inventory)
self.block = self.inventory[index]
elif symbol == key.ENTER:
self.scene_manager.change_scene('MenuScene')