本文整理汇总了Python中pyglet.window.key.ESCAPE属性的典型用法代码示例。如果您正苦于以下问题:Python key.ESCAPE属性的具体用法?Python key.ESCAPE怎么用?Python key.ESCAPE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pyglet.window.key
的用法示例。
在下文中一共展示了key.ESCAPE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: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
if symbol == key._1:
self.apply = not self.apply
with self.shader:
self.shader.uniformi("iApply", self.apply)
if symbol == key._2:
self.hyperbolic = not self.hyperbolic
with self.shader:
self.shader.uniformi("iHyperbolic", self.hyperbolic)
if symbol == key._3:
self.elliptic = not self.elliptic
with self.shader:
self.shader.uniformi("iElliptic", self.elliptic)
if symbol == key.V and (modifiers & key.LCTRL):
self.switch_video()
if symbol == key.ENTER:
self.save_screenshot()
if symbol == key.ESCAPE:
pyglet.app.exit()
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 ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
"""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.
config_data["controls"] : dict
control map read by the configuration file
"""
if symbol == key.ESCAPE:
self.set_exclusive_mouse(False)
else:
self.gamestatemanager.peek().on_key_press(symbol, modifiers, self.config_data["controls"])
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 ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
"""Event handler for the Window.on_key_press event."""
if symbol == key.ENTER:
self.scene_manager.change_scene('GameScene')
elif symbol == key.ESCAPE:
self.window.set_exclusive_mouse(False)
return pyglet.event.EVENT_HANDLED
if symbol in (key._1, key._2, key._3):
if symbol == key._1:
self.scene_manager.save.save_slot = 1
elif symbol == key._2:
self.scene_manager.save.save_slot = 2
elif symbol == key._3:
self.scene_manager.save.save_slot = 3
self._highlight_save_slot()
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 ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
"""
Keyboard interface.
"""
if symbol == key.ENTER:
self.save_screenshot()
if symbol == key.ESCAPE:
pyglet.app.exit()
示例5: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
"""Keyboard interface.
"""
if symbol == key.ENTER:
self.save_screenshot()
if symbol == key.ESCAPE:
pyglet.app.exit()
if symbol == key.S and (modifiers & key.LCTRL):
scene_file = load()
self.shader = Shader(["./glsl/fractal3d.vert"], [scene_file])
self.init_shader()
示例6: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
"""Keyboard interface.
"""
if symbol == key.ENTER:
self.save_screenshot()
if symbol == key.ESCAPE:
pyglet.app.exit()
示例7: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
if symbol == key.ENTER:
self.save_screenshot()
if symbol == key.ESCAPE:
pyglet.app.exit()
示例8: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(symbol, modifiers):
"""
This handler processes keyboard commands that
control the simulation
"""
if symbol == key.BACKSPACE or symbol == key.SLASH:
print('RESET')
env.reset()
env.render('pyglet', view=view_mode)
return
if symbol == key.ESCAPE:
env.close()
sys.exit(0)
if symbol == key.UP:
step(env.actions.move_forward)
elif symbol == key.DOWN:
step(env.actions.move_back)
elif symbol == key.LEFT:
step(env.actions.turn_left)
elif symbol == key.RIGHT:
step(env.actions.turn_right)
elif symbol == key.PAGEUP or symbol == key.P:
step(env.actions.pickup)
elif symbol == key.PAGEDOWN or symbol == key.D:
step(env.actions.drop)
elif symbol == key.ENTER:
step(env.actions.done)
示例9: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(symbol, modifiers):
if symbol == key.SPACE:
balls.append(Ball())
elif symbol == key.BACKSPACE:
if balls:
del balls[-1]
elif symbol == key.ESCAPE:
window.has_exit = True
示例10: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(symbol, modifiers):
# Overrides default Escape key behaviour
if symbol == KEY_PAUSE and in_game:
if not paused:
pause_game()
else:
resume_game()
return True
elif symbol == key.ESCAPE:
sys.exit()
return pyglet.event.EVENT_HANDLED
示例11: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
if symbol == key.SPACE:
self.on_play_pause()
elif symbol == key.ESCAPE:
self.dispatch_event('on_close')
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 ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
names = [
self.w.CURSOR_DEFAULT,
self.w.CURSOR_CROSSHAIR,
self.w.CURSOR_HAND,
self.w.CURSOR_HELP,
self.w.CURSOR_NO,
self.w.CURSOR_SIZE,
self.w.CURSOR_SIZE_UP,
self.w.CURSOR_SIZE_UP_RIGHT,
self.w.CURSOR_SIZE_RIGHT,
self.w.CURSOR_SIZE_DOWN_RIGHT,
self.w.CURSOR_SIZE_DOWN,
self.w.CURSOR_SIZE_DOWN_LEFT,
self.w.CURSOR_SIZE_LEFT,
self.w.CURSOR_SIZE_UP_LEFT,
self.w.CURSOR_SIZE_UP_DOWN,
self.w.CURSOR_SIZE_LEFT_RIGHT,
self.w.CURSOR_TEXT,
self.w.CURSOR_WAIT,
self.w.CURSOR_WAIT_ARROW,
]
if symbol == key.ESCAPE:
self.w.on_close()
if symbol == key.RIGHT:
self.i = (self.i + 1) % len(names)
elif symbol == key.LEFT:
self.i = (self.i - 1) % len(names)
cursor = self.w.get_system_mouse_cursor(names[self.i])
self.w.set_mouse_cursor(cursor)
print 'Set cursor to "%s"' % names[self.i]
return True
示例13: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
'''Default on_key_press handler.'''
if symbol == key.ESCAPE and not (modifiers & ~(key.MOD_NUMLOCK |
key.MOD_CAPSLOCK |
key.MOD_SCROLLLOCK)):
self.dispatch_event('on_close')
示例14: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE:
self.has_exit = True
示例15: on_key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import ESCAPE [as 别名]
def on_key_press(symbol, modifiers):
# Overrides default Escape key behaviour
if symbol == KEY_PAUSE and in_game:
if not paused:
pause_game()
else:
resume_game()
return True
elif symbol == key.ESCAPE:
win.close()
return pyglet.event.EVENT_HANDLED