本文整理汇总了Python中pygame.K_w方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_w方法的具体用法?Python pygame.K_w怎么用?Python pygame.K_w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pygame
的用法示例。
在下文中一共展示了pygame.K_w方法的12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_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_keys(self):
self.rot_speed = 0
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.rot_speed = PLAYER_ROT_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.rot_speed = -PLAYER_ROT_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
if keys[pg.K_SPACE]:
now = pg.time.get_ticks()
if now - self.last_shot > BULLET_RATE:
self.last_shot = now
dir = vec(1, 0).rotate(-self.rot)
pos = self.pos + BARREL_OFFSET.rotate(-self.rot)
Bullet(self.game, pos, dir)
self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
choice(self.game.weapon_sounds['gun']).play()
MuzzleFlash(self.game, pos)
示例2: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_keys(self):
self.rot_speed = 0
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.rot_speed = PLAYER_ROT_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.rot_speed = -PLAYER_ROT_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
if keys[pg.K_SPACE]:
now = pg.time.get_ticks()
if now - self.last_shot > BULLET_RATE:
self.last_shot = now
dir = vec(1, 0).rotate(-self.rot)
pos = self.pos + BARREL_OFFSET.rotate(-self.rot)
Bullet(self.game, pos, dir)
self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
示例3: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_keys(self):
self.rot_speed = 0
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.rot_speed = PLAYER_ROT_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.rot_speed = -PLAYER_ROT_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
if keys[pg.K_SPACE]:
now = pg.time.get_ticks()
if now - self.last_shot > BULLET_RATE:
self.last_shot = now
dir = vec(1, 0).rotate(-self.rot)
pos = self.pos + BARREL_OFFSET.rotate(-self.rot)
Bullet(self.game, pos, dir)
self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
MuzzleFlash(self.game, pos)
示例4: keydown
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def keydown(self, key):
""" Update velocities based on key pressed
Arguments:
key: pygame key
"""
if key == pygame.K_UP: # set forward velocity
self.for_back_velocity = S
elif key == pygame.K_DOWN: # set backward velocity
self.for_back_velocity = -S
elif key == pygame.K_LEFT: # set left velocity
self.left_right_velocity = -S
elif key == pygame.K_RIGHT: # set right velocity
self.left_right_velocity = S
elif key == pygame.K_w: # set up velocity
self.up_down_velocity = S
elif key == pygame.K_s: # set down velocity
self.up_down_velocity = -S
elif key == pygame.K_a: # set yaw counter clockwise velocity
self.yaw_velocity = -S
elif key == pygame.K_d: # set yaw clockwise velocity
self.yaw_velocity = S
示例5: keyup
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def keyup(self, key):
""" Update velocities based on key released
Arguments:
key: pygame key
"""
if key == pygame.K_UP or key == pygame.K_DOWN: # set zero forward/backward velocity
self.for_back_velocity = 0
elif key == pygame.K_LEFT or key == pygame.K_RIGHT: # set zero left/right velocity
self.left_right_velocity = 0
elif key == pygame.K_w or key == pygame.K_s: # set zero up/down velocity
self.up_down_velocity = 0
elif key == pygame.K_a or key == pygame.K_d: # set zero yaw velocity
self.yaw_velocity = 0
elif key == pygame.K_t: # takeoff
self.tello.takeoff()
self.send_rc_control = True
elif key == pygame.K_l: # land
not self.tello.land()
self.send_rc_control = False
示例6: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode( (800,600) )
pygame.display.set_caption("Collisions")
self.player = Player(keyboard={
'left': pygame.K_LEFT,
'right': pygame.K_RIGHT,
'up': pygame.K_UP,
'down': pygame.K_DOWN,
})
self.enemy = Player(keyboard={
'left': pygame.K_a,
'right': pygame.K_d,
'up': pygame.K_w,
'down': pygame.K_s,
})
self.enemy.set_center(self.screen)
self.font = pygame.font.SysFont("", 32)
self.text = ''
示例7: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def __init__(self, num):
self.keys = {'up': 0, 'down': 0, 'left': 0, 'right': 0}
self.num = num
self.alive = True
# depending on which player, set different values
if self.num == 0:
self.body = [vec(GRIDWIDTH - 5, GRIDHEIGHT - 5)]
self.dir = 'u'
self.color = GREEN
self.keys['up'] = pg.K_UP
self.keys['down'] = pg.K_DOWN
self.keys['left'] = pg.K_LEFT
self.keys['right'] = pg.K_RIGHT
elif self.num == 1:
self.body = [vec(5, 5)]
self.dir = 'd'
self.color = RED
self.keys['up'] = pg.K_w
self.keys['down'] = pg.K_s
self.keys['left'] = pg.K_a
self.keys['right'] = pg.K_d
示例8: get_event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_event(self):
global SCREEN_WIDTH, SCREEN_HEIGHT
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.VIDEORESIZE:
SCREEN_WIDTH, SCREEN_HEIGHT = event.size
self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32)
if event.type == pygame.QUIT:
self.end_game()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
self.my_tank.direction = U
elif event.key == pygame.K_s:
self.my_tank.direction = D
elif event.key == pygame.K_a:
self.my_tank.direction = L
elif event.key == pygame.K_d:
self.my_tank.direction = R
else:
return None
self.my_tank.move_stop = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if len(TankGame.my_bullet_list) < 3:
bullet = self.my_tank.fire()
load_music('fire')
TankGame.my_bullet_list.append(bullet)
elif event.type == pygame.KEYUP:
self.my_tank.move_stop = True
示例9: __event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def __event(self):
# 获取所有窗口中的事件监听 -> 列表
event_list = pygame.event.get()
# 遍历所有的事件
for event in event_list:
# 如果是鼠标点击关闭事件
if event.type == pygame.QUIT:
self.game_over()
# 监听按下事件
if event.type == pygame.KEYDOWN:
# 是否按下的是Esc
if event.key == pygame.K_ESCAPE:
self.game_over()
# 是否按下的是空格
if event.key == pygame.K_SPACE:
self.hero_plane.shoot()
# 监听键盘长按事件 -> 元组(0没按下,1长按了) 字母对应阿斯克码
pressed_keys = pygame.key.get_pressed()
# 判断向上是否被长按(1)
if pressed_keys[pygame.K_UP] or pressed_keys[pygame.K_w]:
self.hero_plane.move_up()
# 判断向下是否被长按(1)
if pressed_keys[pygame.K_DOWN] or pressed_keys[pygame.K_s]:
self.hero_plane.move_down()
# 判断向左是否被长按(1)
if pressed_keys[pygame.K_LEFT] or pressed_keys[pygame.K_a]:
self.hero_plane.move_left()
# 判断向右是否被长按(1)
if pressed_keys[pygame.K_RIGHT] or pressed_keys[pygame.K_d]:
self.hero_plane.move_right()
# 4- 刷新窗口
示例10: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_keys(self):
self.vx, self.vy = 0, 0
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.vx = -300
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.vx = 300
if keys[pg.K_UP] or keys[pg.K_w]:
self.vy = -300
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vy = 300
if self.vx != 0 and self.vy != 0:
self.vx *= 0.7071
self.vy *= 0.7071
示例11: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_keys(self):
self.rot_speed = 0
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.rot_speed = PLAYER_ROT_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.rot_speed = -PLAYER_ROT_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
if keys[pg.K_SPACE]:
self.shoot()
示例12: get_keys
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_w [as 别名]
def get_keys(self):
self.rot_speed = 0
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.rot_speed = PLAYER_ROT_SPEED
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.rot_speed = -PLAYER_ROT_SPEED
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)