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Python pygame.K_g方法代码示例

本文整理汇总了Python中pygame.K_g方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_g方法的具体用法?Python pygame.K_g怎么用?Python pygame.K_g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pygame的用法示例。


在下文中一共展示了pygame.K_g方法的3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: update

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_g [as 别名]
def update(self, events, screen):
        """ To integrate with the main program.

        Call it once per frame after drawing is done.
        """
        for event in events:
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_g and not self.start_saving:
                    self.start_saving = time.time()
                    self.finished_saving = False
                    print("recording surfs, press g")
                elif event.key == pg.K_g and self.start_saving:
                    self.start_saving = False
                    self.finished_saving = True

        if self.finished_saving:
            self.finish()
        if self.start_saving:
            self.surfs.append(screen.copy())
            if self.seconds is not None:
                if time.time() - self.start_saving > self.seconds:
                    self.finish() 
开发者ID:pygame,项目名称:stuntcat,代码行数:24,代码来源:gifmaker.py

示例2: key_event_up

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_g [as 别名]
def key_event_up(event):
    global penSize, undoed, holdingCTRL, colorScheme, selectedTool


    if event.key == pg.K_1:
        colorScheme = 1
    elif event.key == pg.K_2:
        colorScheme = 2

    if event.key == pg.K_e:
        selectedTool = 1
        B_Buttons[1].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False
    elif event.key == pg.K_b:
        selectedTool = 0
        B_Buttons[0].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False
    elif event.key == pg.K_g:
        selectedTool = 2
        B_Buttons[2].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False
    elif event.key == pg.K_i:
        selectedTool = 3
        B_Buttons[3].clicked = True
        for subbutton in B_Buttons:
            if B_Buttons.index(subbutton) != selectedTool:
                subbutton.clicked = False

    if event.key == pg.K_LCTRL:
        holdingCTRL = False

    if event.key == pg.K_SPACE:
        if holdingCTRL:
            g1.clean()
            undoed = True

    if event.key == pg.K_s:
        if holdingCTRL:
            shortcutPath = FileManager(1)
            SaveFile(g1, shortcutPath)

    if event.key == pg.K_z:
        if holdingCTRL:

            for i in range(g1.yCount):
                for j in range(g1.xCount):
                    if round == 1:
                        g1.change_color(j, i, g1.undoList[1][i][j])
                    if round == -1:
                        g1.change_color(j, i, g1.undoList[0][i][j])
            undoed = True 
开发者ID:Burakcoli,项目名称:Pyint_Pixel-Painter,代码行数:59,代码来源:pyint.py

示例3: run

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_g [as 别名]
def run(self):
        # The main game loop
        #
        while True:
            # Limit frame speed to 30 FPS
            #
            time_passed = self.clock.tick(30)
            #~ time_passed = self.clock.tick()
            #~ print time_passed
            
            # If too long has passed between two frames, don't
            # update (the game must have been suspended for some
            # reason, and we don't want it to "jump forward"
            # suddenly)
            #
            if time_passed > 100:
                continue
            
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.quit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE:
                        self.paused = not self.paused
                    elif event.key == pygame.K_g:
                        if pygame.key.get_mods() & pygame.KMOD_CTRL:
                            self.options['draw_grid'] = not self.options['draw_grid']
                elif (  event.type == pygame.MOUSEBUTTONDOWN and
                        event.button == 1):
                    for creep in self.creeps:
                        creep.mouse_click_event(event.pos)
            
            if not self.paused:
                msg1 = 'Creeps: %d' % len(self.creeps)
                msg2 = ''

                self.mboard_text = [msg1, msg2]
                
                self.creep_spawn_timer.update(time_passed)
                
                # Update and all creeps
                for creep in self.creeps:
                    creep.update(time_passed)
                    
                self.draw()
                
            pygame.display.flip() 
开发者ID:eliben,项目名称:code-for-blog,代码行数:49,代码来源:creeps.py


注:本文中的pygame.K_g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。