本文整理汇总了Python中pygame.K_q方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_q方法的具体用法?Python pygame.K_q怎么用?Python pygame.K_q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_q方法的11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: game_intro
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def game_intro():
intro=True
while intro:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
quit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_c:
intro=False
if event.key==pygame.K_q:
pygame.quit()
quit()
gameDisplay.fill(white)
message_to_screen("Welcome to Flafel",green,-100,"large")
message_to_screen("The objective of the game is to eat red apples",black,-30)
message_to_screen("The more apples you eat,the longer you get",black,10)
message_to_screen("If you run into yourself, or the edges, you die!",black,50)
message_to_screen("Press C to play, P to pause or Q to quit",black,180)
pygame.display.update()
clock.tick(15)
示例2: pause
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def pause():
paused=True
message_to_screen("Paused",black,-100,size="large")
message_to_screen("Press C to continue or Q to quit",black,25)
pygame.display.update()
while paused:
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
quit()
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_c:
paused=False
elif event.key==pygame.K_q:
pygame.quit()
quit()
clock.tick(5)
示例3: check_keydown_events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def check_keydown_events(event: EventType, ai_settings: Settings
, stats: GameStats, game_items: GameItems):
"""Respond when key is being pressed."""
if event.key == pygame.K_RIGHT:
# Move ship to the right.
game_items.ship.moving_right = True
elif event.key == pygame.K_LEFT:
# Move ship to the left.
game_items.ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, game_items)
elif event.key == pygame.K_q:
quit_game(stats)
elif event.key == pygame.K_RETURN: # ENTER key
start_new_game(ai_settings, stats, game_items)
示例4: dispatch_event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def dispatch_event(self, event):
if event.type == pygame.QUIT:
sys.exit(0)
if event.type == pygame.KEYDOWN:
self.keyboard._press(event.key)
if event.key == pygame.K_q and event.mod & self.CTRL_ALT:
sys.exit(0)
elif event.key == pygame.K_F12:
video = event.mod & self.SHIFT
event = ScreenShotEvent(ScreenShotEvent, video)
elif event.type == pygame.KEYUP:
self.keyboard._release(event.key)
handler = self.handlers.get(event.type)
if handler:
handler(event)
return True
return False
示例5: check_keypress
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def check_keypress():
try:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q or event.key == pygame.K_a or event.key == pygame.K_KP_DIVIDE or event.key == pygame.K_BACKSPACE:
logger.debug("Keypress 'a' or 'q' or 'backspace' or 'keypad /' detected.")
return "end_event"
if event.key == pygame.K_n or event.key == pygame.K_SPACE or event.key == pygame.K_KP_PLUS:
logger.debug("Keypress 'n' or 'space' or 'keypad +' detected.")
return "next_event"
if event.key == pygame.K_r or event.key == pygame.K_KP_PERIOD or event.key == pygame.K_COMMA:
logger.debug("Keypress 'r' or ',' or 'keypad .' detected")
return "resume_rotation"
if event.key == pygame.K_p or event.key == pygame.K_KP_MULTIPLY:
logger.debug("Keypress 'p' or 'keypad *' detected")
return "pause_rotation"
for numeric_key_counter, key in enumerate([pygame.K_F1,pygame.K_F2,pygame.K_F3,pygame.K_F4,pygame.K_F5,pygame.K_F6,pygame.K_F7,pygame.K_F8,pygame.K_F9,pygame.K_F10,pygame.K_F11,pygame.K_F12]):
if event.key == key:
logger.debug("Keypress 'F" + str(numeric_key_counter + 1) + "' detected")
return numeric_key_counter
for numeric_key_counter, key in enumerate([pygame.K_KP0,pygame.K_KP1,pygame.K_KP2,pygame.K_KP3,pygame.K_KP4,pygame.K_KP5,pygame.K_KP6,pygame.K_KP7,pygame.K_KP8,pygame.K_KP9]):
if event.key == key:
logger.debug("Keypress 'keypad " + str(numeric_key_counter + 1) + "' detected")
return numeric_key_counter
else:
return None
except pygame.error as e:
logger.debug("Exception " + repr(e))
exit(0)
示例6: get_order
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [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7: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [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8: intro_for_game
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def intro_for_game():
intro_screen = True
while intro_screen:
for eachEvent in game.event.get():
if eachEvent.type == game.QUIT:
game.quit()
quit()
if eachEvent.type == game.KEYDOWN:
if eachEvent.key == game.K_c:
intro_screen = False
if eachEvent.key == game.K_q:
game.quit()
quit()
DisplayScreen.fill(color_white)
display_ScreenMessage("Welcome to drawSnake",
green,
-100,
"large")
display_ScreenMessage("",
color_black,
-30)
display_ScreenMessage("",
color_black,
10)
display_ScreenMessage("Made by Python Programmers",
color_black,
50)
display_ScreenMessage("Press C to play or Q to quit.",
color_red,
180)
game.display.update()
objectClock.tick(15)
示例9: display_frame
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def display_frame():
for event in pg.event.get():
if event.type == pg.QUIT:
sys.exit(0)
if event.type == pg.KEYDOWN:
if event.key == pg.K_q:
sys.exit(0)
pg.display.flip()
示例10: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def get_keys():
"""Returns a tuple of (UP, DOWN, LEFT, RIGHT, change, ACCELERATE,
DECELERATE, stop) representing which keys are UP or DOWN and
whether or not the key states changed.
"""
change = False
stop = False
key_to_global_name = {
pygame.K_LEFT: 'LEFT',
pygame.K_RIGHT: 'RIGHT',
pygame.K_UP: 'UP',
pygame.K_DOWN: 'DOWN',
pygame.K_ESCAPE: 'QUIT',
pygame.K_q: 'QUIT',
pygame.K_w: 'ACCELERATE',
pygame.K_s: 'DECELERATE'
}
for event in pygame.event.get():
if event.type in {pygame.K_q, pygame.K_ESCAPE}:
stop = True
elif event.type in {pygame.KEYDOWN, pygame.KEYUP}:
down = (event.type == pygame.KEYDOWN)
change = (event.key in key_to_global_name)
if event.key in key_to_global_name:
globals()[key_to_global_name[event.key]] = down
return (UP, DOWN, LEFT, RIGHT, change, ACCELERATE, DECELERATE, stop)
示例11: steer
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_q [as 别名]
def steer(self):
while self.send_inst:
for event in pygame.event.get():
if event.type == KEYDOWN:
key_input = pygame.key.get_pressed()
# complex orders
if key_input[pygame.K_UP] and key_input[pygame.K_RIGHT]:
print("Forward Right")
self.ser.write(chr(6).encode())
elif key_input[pygame.K_UP] and key_input[pygame.K_LEFT]:
print("Forward Left")
self.ser.write(chr(7).encode())
elif key_input[pygame.K_DOWN] and key_input[pygame.K_RIGHT]:
print("Reverse Right")
self.ser.write(chr(8).encode())
elif key_input[pygame.K_DOWN] and key_input[pygame.K_LEFT]:
print("Reverse Left")
self.ser.write(chr(9).encode())
# simple orders
elif key_input[pygame.K_UP]:
print("Forward")
self.ser.write(chr(1).encode())
elif key_input[pygame.K_DOWN]:
print("Reverse")
self.ser.write(chr(2).encode())
elif key_input[pygame.K_RIGHT]:
print("Right")
self.ser.write(chr(3).encode())
elif key_input[pygame.K_LEFT]:
print("Left")
self.ser.write(chr(4).encode())
# exit
elif key_input[pygame.K_x] or key_input[pygame.K_q]:
print("Exit")
self.send_inst = False
self.ser.write(chr(0).encode())
self.ser.close()
break
elif event.type == pygame.KEYUP:
self.ser.write(chr(0).encode())