本文整理汇总了Python中pygame.K_f方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_f方法的具体用法?Python pygame.K_f怎么用?Python pygame.K_f使用的例子?那么, 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pygame
的用法示例。
在下文中一共展示了pygame.K_f方法的6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: get_order
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_f [as 别名]
def get_order(self):
# get order from controler
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
pressed = pygame.key.get_pressed()
if pressed[pygame.K_1]: self.n = 0
if pressed[pygame.K_2]: self.n = 1
if pressed[pygame.K_3]: self.n = 2
if pressed[pygame.K_4]: self.n = 3
self.orders[self.n] = 0
if pressed[pygame.K_w]: self.orders[self.n, 0] += 1
if pressed[pygame.K_s]: self.orders[self.n, 0] -= 1
if pressed[pygame.K_q]: self.orders[self.n, 1] -= 1
if pressed[pygame.K_e]: self.orders[self.n, 1] += 1
if pressed[pygame.K_a]: self.orders[self.n, 2] -= 1
if pressed[pygame.K_d]: self.orders[self.n, 2] += 1
if pressed[pygame.K_b]: self.orders[self.n, 3] -= 1
if pressed[pygame.K_m]: self.orders[self.n, 3] += 1
if pressed[pygame.K_SPACE]: self.orders[self.n, 4] = 1
else: self.orders[self.n, 4] = 0
if pressed[pygame.K_f]: self.orders[self.n, 5] = 1
else: self.orders[self.n, 5] = 0
if pressed[pygame.K_r]: self.orders[self.n, 6] = 1
else: self.orders[self.n, 6] = 0
if pressed[pygame.K_n]: self.orders[self.n, 7] = 1
else: self.orders[self.n, 7] = 0
if pressed[pygame.K_TAB]: self.dev = True
else: self.dev = False
return False
示例2: run
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_f [as 别名]
def run(self):
self.initialize()
while self.running:
# update input state (down, pressed, up)
self.input.update()
if self.input.quit():
self.running = False
# debug tools
# print FPS (Ctrl+F)
if (self.input.isKeyPressed(pygame.K_LCTRL) or self.input.isKeyPressed(pygame.K_RCTRL)) and self.input.isKeyDown(pygame.K_f):
fps = self.clock.get_fps()
print( "FPS: " + str(int(fps)) )
# save screenshot (Ctrl+S)
if (self.input.isKeyPressed(pygame.K_LCTRL) or self.input.isKeyPressed(pygame.K_RCTRL)) and self.input.isKeyDown(pygame.K_s):
timeString = str( int(1000 * time.time()) )
fileName = "image-" + timeString + ".png"
pygame.image.save(self.screen, fileName)
self.deltaTime = self.clock.get_time() / 1000.0
self.update()
# display image on screen
pygame.display.flip()
# limit to 60 FPS
self.clock.tick(60)
# end of program
pygame.quit()
sys.exit()
示例3: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_f [as 别名]
def __init__(self, input, target):
super().__init__()
self.input = input
self.target = target
# forward vector stays level with horizontal plane
self.forward = np.array( [0, 0, -1] )
# up vector is constant
self.up = np.array( [0,1,0] )
# recalculate right vector whenever forward vector changes
self.right = np.cross( self.forward, self.up )
# control rate of movement
self.deltaTime = 1.0/60.0 # TODO: get actual number from input?
self.unitsPerSecond = 1
self.moveAmount = self.unitsPerSecond * self.deltaTime
self.degreesPerSecond = 60
self.turnAmount = self.degreesPerSecond * (3.1415926 / 180) * self.deltaTime
# customizable key mappings
# standard controls (WASDRF, QETG)
self.KEY_MOVE_FORWARDS = pygame.K_w
self.KEY_MOVE_BACKWARDS = pygame.K_s
self.KEY_MOVE_LEFT = pygame.K_a
self.KEY_MOVE_RIGHT = pygame.K_d
self.KEY_MOVE_UP = pygame.K_r
self.KEY_MOVE_DOWN = pygame.K_f
self.KEY_TURN_LEFT = pygame.K_q
self.KEY_TURN_RIGHT = pygame.K_e
self.KEY_LOOK_UP = pygame.K_t
self.KEY_LOOK_DOWN = pygame.K_g
示例4: keyupdowncontrol
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_f [as 别名]
def keyupdowncontrol(event):
global keyseq, showconsole, fullscreen
if event.type == pygame.QUIT: sys.exit()
man.keyupdowncontrol(event,horse)
if event.type == pygame.KEYDOWN:
if showconsole:
k = pygame.key.name(event.key)
#print k
if k == "return":
exe("".join(keyseq))
showconsole = False
elif k == "space":
keyseq.append(" ")
elif k == "-":
keyseq.append("-")
elif len(k) == 1:
keyseq.append(k)
elif event.key == pygame.K_BACKSPACE :
if len(keyseq) > 0:
keyseq.pop()
if event.key == pygame.K_SLASH:
showconsole = not showconsole
if showconsole:
settings.msg = ["CONSOLE READY.",settings.msgt]
else:
settings.msg = ["",settings.msgt]
keyseq = []
if event.key == pygame.K_f and not showconsole:
fullscreen = not fullscreen
if fullscreen:
pygame.display.set_mode([width/2,height+50],pygame.FULLSCREEN)
else:
pygame.display.set_mode([width/2,height+50])
pygame.display.set_caption("")
示例5: find_fullscreen_event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_f [as 别名]
def find_fullscreen_event(self, events):
"""Return the first found event if found in the list.
"""
for event in events:
if event.type == pygame.KEYDOWN and \
event.key == pygame.K_f and pygame.key.get_mods() & pygame.KMOD_CTRL:
return event
return None
示例6: main
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_f [as 别名]
def main():
"run the demo"
#initialize pygame and setup an opengl display
pygame.init()
fullscreen = True
pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF|FULLSCREEN)
init_gl_stuff()
going = True
while going:
#check for quit'n events
events = pygame.event.get()
for event in events:
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
going = False
elif event.type == KEYDOWN:
if event.key == pygame.K_f:
if not fullscreen:
print("Changing to FULLSCREEN")
pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF | FULLSCREEN)
else:
print("Changing to windowed mode")
pygame.display.set_mode((640, 480), OPENGL | DOUBLEBUF)
fullscreen = not fullscreen
init_gl_stuff()
#clear screen and move camera
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
#orbit camera around by 1 degree
glRotatef(1, 0, 1, 0)
drawcube()
pygame.display.flip()
pygame.time.wait(10)