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Python pygame.K_z方法代码示例

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() 
开发者ID:kidscancode,项目名称:gamedev,代码行数:20,代码来源:sprites.py

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 
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: 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 
开发者ID:digiholic,项目名称:universalSmashSystem,代码行数:43,代码来源:battle.py

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') 
开发者ID:kidscancode,项目名称:gamedev,代码行数:28,代码来源:shooter8.py


注:本文中的pygame.K_z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。