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Python pygame.K_f方法代码示例

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 
开发者ID:LoveThinkinghard,项目名称:RoboMaster-AI-Challenge-Simulator-2D,代码行数:32,代码来源:kernal.py

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() 
开发者ID:stemkoski,项目名称:three.py,代码行数:40,代码来源:Base.py

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 
开发者ID:stemkoski,项目名称:three.py,代码行数:36,代码来源:FirstPersonController.py

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("") 
开发者ID:LingDong-,项目名称:Hermit,代码行数:39,代码来源:main.py

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 
开发者ID:pibooth,项目名称:pibooth,代码行数:10,代码来源:booth.py

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) 
开发者ID:wistbean,项目名称:fxxkpython,代码行数:41,代码来源:glcube.py


注:本文中的pygame.K_f方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。