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Python key.A属性代码示例

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.') 
开发者ID:Akagi201,项目名称:learning-python,代码行数:10,代码来源:events.py

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.' 
开发者ID:shrimpboyho,项目名称:flappy-bird-py,代码行数:9,代码来源:events.py

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.') 
开发者ID:pyglet,项目名称:pyglet,代码行数:9,代码来源:events.py

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) 
开发者ID:pyglet,项目名称:pyglet,代码行数:40,代码来源:renderfield.py

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 
开发者ID:MultiAgentLearning,项目名称:playground,代码行数:14,代码来源:player_agent.py

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 = {} 
开发者ID:MultiAgentLearning,项目名称:playground,代码行数:36,代码来源:player_agent.py

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() 
开发者ID:python-discord,项目名称:code-jam-5,代码行数:33,代码来源:player.py

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() 
开发者ID:XenonLab-Studio,项目名称:TerraCraft,代码行数:16,代码来源:scenes.py

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() 
开发者ID:XenonLab-Studio,项目名称:TerraCraft,代码行数:12,代码来源:scenes.py

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) 
开发者ID:XenonLab-Studio,项目名称:TerraCraft,代码行数:33,代码来源:scenes.py

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() 
开发者ID:XenonLab-Studio,项目名称:TerraCraft,代码行数:32,代码来源:scenes.py

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') 
开发者ID:XenonLab-Studio,项目名称:TerraCraft,代码行数:61,代码来源:scenes.py


注:本文中的pyglet.window.key.A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。