本文整理汇总了Python中pyglet.window.key.SPACE属性的典型用法代码示例。如果您正苦于以下问题:Python key.SPACE属性的具体用法?Python key.SPACE怎么用?Python key.SPACE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.SPACE属性的9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_release
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import SPACE [as 别名]
def on_key_release(symbol, modifiers):
global player
global bigScreen
global smallScreen
if symbol == key.SPACE:
player.jump()
if symbol == key.PAGEUP:
if smallScreen == True:
glScalef(2.0, 2.0, 2.0)
window.set_size(window.width * 2, window.height * 2)
smallScreen = False
bigScreen = True
if symbol == key.PAGEDOWN:
if bigScreen:
glScalef(0.5, 0.5, 0.5)
window.set_size(window.width / 2 , window.height /2)
smallScreen = True
bigScreen = False
# Handle mouse presses
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 SPACE [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.SPACE:
self.clear_blank_window()
if symbol == key.P:
self.use_random_palette()
if symbol == key.S and not modifiers:
self.use_next_species()
if symbol == key.S and (modifiers & key.LCTRL):
self.save_config()
if symbol == key.O and (modifiers & key.LCTRL):
self.require_config_input()
if symbol == key.V and (modifiers & key.LCTRL):
self.switch_video()
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 SPACE [as 别名]
def on_key_press(self, symbol, modifiers):
if symbol == key.SPACE:
self.fire()
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 SPACE [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 SPACE [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 SPACE [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')
elif symbol == key.LEFT:
self.player.seek(0)
elif symbol == key.RIGHT:
self.player.next_source()
示例7: __init__
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import SPACE [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8: on_key_release
# 需要导入模块: from pyglet.window import key [as 别名]
# 或者: from pyglet.window.key import SPACE [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 SPACE [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')