本文整理汇总了Python中pyglet.window.key.RIGHT属性的典型用法代码示例。如果您正苦于以下问题:Python key.RIGHT属性的具体用法?Python key.RIGHT怎么用?Python key.RIGHT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.RIGHT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: pyglet_key_down
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def pyglet_key_down(self, symbol, modifier, repeat_in=0.3):
from pyglet.window import key
self.last_key_down = symbol
self.last_key_modifier = modifier
self.next_key_repeat = time.time() + repeat_in
is_ascii = 27 <= symbol < 255
char = {
key.LEFT: KEYS.LEFT_ARROW,
key.RIGHT: KEYS.RIGHT_ARROW,
key.UP: KEYS.UP_ARROW,
key.DOWN: KEYS.DOWN_ARROW,
key.ENTER: '\r',
key.RETURN: '\r',
key.BACKSPACE: chr(127),
}.get(symbol, chr(symbol) if is_ascii else None)
if not char:
# All other characters don't count as a key press
# (e.g., function keys, modifier keys, etc.)
return
if modifier & key.MOD_SHIFT:
char = char.upper()
self.set_needs_display()
self.handle_input(char)
示例2: update
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def update(self, dt):
# Do all the normal physics stuff
super(Player, self).update(dt)
if self.key_handler[key.LEFT]:
self.rotation -= self.rotate_speed * dt
if self.key_handler[key.RIGHT]:
self.rotation += self.rotate_speed * dt
if self.key_handler[key.UP]:
# Note: pyglet's rotation attributes are in "negative degrees"
angle_radians = -math.radians(self.rotation)
force_x = math.cos(angle_radians) * self.thrust * dt
force_y = math.sin(angle_radians) * self.thrust * dt
self.velocity_x += force_x
self.velocity_y += force_y
# If thrusting, update the engine sprite
self.engine_sprite.rotation = self.rotation
self.engine_sprite.x = self.x
self.engine_sprite.y = self.y
self.engine_sprite.visible = True
else:
# Otherwise, hide it
self.engine_sprite.visible = False
示例3: _get_mouse_button_and_modifiers
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def _get_mouse_button_and_modifiers(ev):
button = EventMouseButton()
carbon.GetEventParameter(ev, kEventParamMouseButton,
typeMouseButton, c_void_p(), sizeof(button), c_void_p(),
byref(button))
if button.value == 1:
button = mouse.LEFT
elif button.value == 2:
button = mouse.RIGHT
elif button.value == 3:
button = mouse.MIDDLE
else:
button = None
modifiers = c_uint32()
carbon.GetEventParameter(ev, kEventParamKeyModifiers,
typeUInt32, c_void_p(), sizeof(modifiers), c_void_p(),
byref(modifiers))
return button, CarbonWindow._map_modifiers(modifiers.value)
示例4: update
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def update(self, dt):
# Do all the normal physics stuff
super(Player, self).update(dt)
if self.key_handler[key.LEFT]:
self.rotation -= self.rotate_speed * dt
if self.key_handler[key.RIGHT]:
self.rotation += self.rotate_speed * dt
if self.key_handler[key.UP]:
angle_radians = -math.radians(self.rotation)
force_x = math.cos(angle_radians) * self.thrust * dt
force_y = math.sin(angle_radians) * self.thrust * dt
self.velocity_x += force_x
self.velocity_y += force_y
# If thrusting, update the engine sprite
self.engine_sprite.rotation = self.rotation
self.engine_sprite.x = self.x
self.engine_sprite.y = self.y
self.engine_sprite.visible = True
else:
# Otherwise, hide it
self.engine_sprite.visible = False
示例5: move_camera
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def move_camera(dt):
camera_speed = 3
if keys[key.LEFT]:
scene.camera.position.x -= camera_speed * dt
if keys[key.RIGHT]:
scene.camera.position.x += camera_speed * dt
示例6: key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def key_press(k, mod):
global restart
if k==0xff0d: restart = True
if k==key.LEFT: a[0] = -1.0
if k==key.RIGHT: a[0] = +1.0
if k==key.UP: a[1] = +1.0
if k==key.DOWN: a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
示例7: key_release
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def key_release(k, mod):
if k==key.LEFT and a[0]==-1.0: a[0] = 0
if k==key.RIGHT and a[0]==+1.0: a[0] = 0
if k==key.UP: a[1] = 0
if k==key.DOWN: a[2] = 0
示例8: on_text_motion
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def on_text_motion(self, motion):
if motion == key.UP:
self.xRotation -= INCREMENT
elif motion == key.DOWN:
self.xRotation += INCREMENT
elif motion == key.LEFT:
self.yRotation -= INCREMENT
elif motion == key.RIGHT:
self.yRotation += INCREMENT
开发者ID:PacktPublishing,项目名称:Python-GUI-Programming-Cookbook-Second-Edition,代码行数:11,代码来源:pyglet_GUI.py
示例9: key_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def key_press(self, k, mod):
if k==key.LEFT: self.move[0] = True
if k==key.RIGHT: self.move[1] = True
if k==key.UP: self.move[2] = True
if k==key.DOWN: self.move[3] = True
示例10: key_release
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def key_release(self, k, mod):
if k==key.LEFT: self.move[0] = False
if k==key.RIGHT: self.move[1] = False
if k==key.UP: self.move[2] = False
if k==key.DOWN: self.move[3] = False
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 RIGHT [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12: on_mouse_drag
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
self.io.mouse_pos = x, self.io.display_size.y - y
if button == mouse.LEFT:
self.io.mouse_down[0] = 1
if button == mouse.MIDDLE:
self.io.mouse_down[1] = 1
if button == mouse.RIGHT:
self.io.mouse_down[2] = 1
示例13: on_mouse_press
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def on_mouse_press(self, x, y, button, modifiers):
self.io.mouse_pos = x, self.io.display_size.y - y
if button == mouse.LEFT:
self.io.mouse_down[0] = 1
if button == mouse.MIDDLE:
self.io.mouse_down[1] = 1
if button == mouse.RIGHT:
self.io.mouse_down[2] = 1
示例14: on_mouse_release
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import RIGHT [as 别名]
def on_mouse_release(self, x, y, button, modifiers):
self.io.mouse_pos = x, self.io.display_size.y - y
if button == mouse.LEFT:
self.io.mouse_down[0] = 0
if button == mouse.MIDDLE:
self.io.mouse_down[1] = 0
if button == mouse.RIGHT:
self.io.mouse_down[2] = 0
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 RIGHT [as 别名]
def on_key_press(self, symbol, modifiers):
if symbol == key.LEFT or symbol == key.RIGHT:
self.value = not self.value
self.text.text = self.get_label()
self.toggle_func(self.value)
if enable_sound:
bullet_sound.play()