本文整理汇总了Python中pygame.K_z方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_z方法的具体用法?Python pygame.K_z怎么用?Python pygame.K_z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_z方法的4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_z [as 别名]
def get_keys(self):
# TODO: add WASD?
keystate = pg.key.get_pressed()
if keystate[pg.K_LEFT]:
if not self.beam_firing:
self.rot_speed = PLAYER_ROT_SPEED
if keystate[pg.K_RIGHT]:
if not self.beam_firing:
self.rot_speed = -PLAYER_ROT_SPEED
if keystate[pg.K_UP]:
self.acc = vec(0, -self.thrust_power).rotate(-self.rot)
self.engine_emitter.count = 50
if keystate[pg.K_SPACE]:
self.shoot()
if keystate[pg.K_z]:
self.hyper()
if keystate[pg.K_x]:
self.shoot_wpn2()
示例2: key_event_up
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_z [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
示例3: debugLoop
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_z [as 别名]
def debugLoop(self):
self.draw()
pygame.display.update()
try:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.exit_status = 1
self.debug_mode = False
if event.type == pygame.KEYDOWN:
if (event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT):
self.debug_mode = False
elif event.key == pygame.K_TAB:
self.debug_console.set_trace() #Drop into the console
elif event.key == pygame.K_LEFT:
self.cameraX = -5
elif event.key == pygame.K_RIGHT:
self.cameraX = 5
elif event.key == pygame.K_UP:
self.cameraY = -5
elif event.key == pygame.K_DOWN:
self.cameraY = 5
elif event.key == pygame.K_z:
self.zoomVal = 0.01
elif event.key == pygame.K_x:
self.zoomVal = -0.01
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
self.cameraX = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
self.cameraY = 0
elif event.key == pygame.K_z or event.key == pygame.K_x:
self.zoomVal = 0
for cont in self.controllers:
cont.getInputs(event)
self.stage.moveCamera(self.cameraX,self.cameraY)
self.stage.zoomCamera(self.zoomVal)
except bdb.BdbQuit:
pass
示例4: events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_z [as 别名]
def events(self):
for event in pygame.event.get():
# this one checks for the window being closed
if event.type == pygame.QUIT:
self.quit()
# now check for keypresses
elif event.type == pygame.KEYDOWN:
# this one quits if the player presses Esc
if event.key == pygame.K_ESCAPE:
self.quit()
# add any other key events here
if event.key == pygame.K_UP:
self.player.jump()
if event.key == pygame.K_LEFT:
self.player.go('l')
if event.key == pygame.K_RIGHT:
self.player.go('r')
if event.key == pygame.K_SPACE:
self.player.shoot()
if event.key == pygame.K_z:
self.spawn()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.player.stop('l')
if event.key == pygame.K_RIGHT:
self.player.stop('r')