本文整理汇总了Python中menu.Menu.down方法的典型用法代码示例。如果您正苦于以下问题:Python Menu.down方法的具体用法?Python Menu.down怎么用?Python Menu.down使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类menu.Menu
的用法示例。
在下文中一共展示了Menu.down方法的4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: main
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import down [as 别名]
def main():
ser = serial.Serial('/dev/ttyAMA0', 7600, timeout=0)
menu = Menu(MENU_STRUCTURE, 20, 4, output='lcd')
menu.show()
while True:
data = ser.read(8).strip()
if data:
if data == 'c': # clockwise
menu.down()
elif data == 'a': # anti-clockwise
menu.up()
elif data == 'p': # press
menu.select()
menu.show()
sleep(0.01)
示例2: main
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import down [as 别名]
def main():
menu = Menu(MENU_STRUCTURE, 20, 4, output='terminal')
def show():
for i in range(20):
print('')
menu.show()
show()
kgen = getch(0.1)
while True:
key = kgen.next()
if key:
if key == 'B':
menu.down()
elif key == 'A':
menu.up()
elif key in [' ', '\n']:
menu.select()
show()
示例3: __init__
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import down [as 别名]
#.........这里部分代码省略.........
for lifebar in self.ui_lifebar:
screen = lifebar[1].draw(screen)
return screen
# Giant Tree of Input parsing!
def on_event(self, event):
if self.menu_flag:
self.menu_event(event)
else:
if hasattr(self, 'player'):
self.game_event(event)
else:
print("Dropped Command.")
def menu_event(self, event):
if event.type == pygame.QUIT:
self._running = False
if event.type == KEYDOWN:
if event.key == K_LEFT:
#Left
pass
if event.key == K_RIGHT:
#Right
pass
if event.key == K_UP:
#Up
pass
if event.key == K_DOWN:
#Down
pass
if event.key == ord('x'):
#x
pass
if event.key == ord('z'):
#z
pass
if event.type == KEYUP:
if event.key == K_ESCAPE:
self.exit_game()
if event.key == K_LEFT:
#Left
self.main_menu.up()
self.current_level = [self.main_menu.selected_name(), 0, 0, "R"]
if event.key == K_RIGHT:
#Right
self.main_menu.down()
self.current_level = [self.main_menu.selected_name(), 0, 0, "R"]
if event.key == K_UP:
#Up
self.main_menu.up()
self.current_level = [self.main_menu.selected_name(), 0, 0, "R"]
if event.key == K_DOWN:
#Down
self.main_menu.down()
self.current_level = [self.main_menu.selected_name(), 0, 0, "R"]
if event.key == ord('z'):
self.load_level(self.current_level)
def game_event(self, event):
if event.type == pygame.QUIT:
self._running = False
if event.type == KEYDOWN:
if event.key == K_LEFT:
self.player.go_left()
if event.key == K_RIGHT:
self.player.go_right()
if event.key == K_UP:
self.player.go_up(self.ladder_sprite_list)
if event.key == K_DOWN:
self.player.go_down(self.ladder_sprite_list)
if event.key == ord('x'):
self.player.jump()
if event.key == ord('z'):
self.add_bullet(self.player.shoot())
if event.type == KEYUP:
if event.key == K_ESCAPE:
self.exit_game()
if event.key == K_LEFT:
self.player.stop(self.ladder_sprite_list, 'left')
if event.key == K_RIGHT:
self.player.stop(self.ladder_sprite_list, 'right')
if event.key == K_UP:
self.player.stop(self.ladder_sprite_list, 'up')
if event.key == K_DOWN:
self.player.stop(self.ladder_sprite_list, 'down')
if event.key == ord('x'):
pass
if event.key == ord('z'):
self.player.stop_shoot()
if event.key == ord('q'):
if self._pause:
self.resume()
else:
self.pause()
if event.key == ord('r'):
if self._debug:
self.main_menu.load_json()
self.load_level(self.current_level)
示例4: Game
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import down [as 别名]
#.........这里部分代码省略.........
# -----------------------------------------------
def handle(self,event):
# some flags (this could be re-done in a better way, but for now it works)
wasPressedNow = 0 # this is for some stupid hack, see below
# Menu ===============================================================
if self.gameState == "menu":
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
if self.menu.press() == 3: # play pressed
self.gameState = "game" # begin game
elif self.menu.press() == 2: # volume pressed
self.gameState = "volume" # show volume menu
wasPressedNow = 1
self.volumeBack = 1
elif self.menu.press() == 1: # credits pressed
self.gameState = "credits" # show credits
wasPressedNow = 1 # stupid hack to prevent event from being
# read here and in the credits
# probably the best solution would be to change
# the way everything is structured
# but this proved to be easier
elif self.menu.press() == 0: # quit pressed
pygame.quit()
sys.exit()
else:
pass # throw exception
if event.key == pygame.K_DOWN:
self.menu.down()
if event.key == pygame.K_UP:
self.menu.up()
# ===================================================================
# Pause===============================================================
if self.gameState == "pause":
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
if self.pause.press() == 3: # continue pressed
self.gameState = "game" # change state back to game
elif self.pause.press() == 2: # restart pressed
self.__init__() # return to initial state
self.gameState = "game" # change state back to game
elif self.pause.press() == 1: # volume pressed
self.gameState = "volume" # show volume menu
self.volumeBack = 0
wasPressedNow = 1
elif self.pause.press() == 0: # quit pressed
pygame.quit()
sys.exit()
else:
pass # throw exception
if event.key == pygame.K_DOWN:
self.pause.down()
if event.key == pygame.K_UP:
self.pause.up()
# ===================================================================