本文整理汇总了Python中pygame.locals.K_d方法的典型用法代码示例。如果您正苦于以下问题:Python locals.K_d方法的具体用法?Python locals.K_d怎么用?Python locals.K_d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.locals
的用法示例。
在下文中一共展示了locals.K_d方法的8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: _parse_vehicle_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _parse_vehicle_keys(self, keys, milliseconds):
"""
Calculate new vehicle controls based on input keys
"""
self._control.throttle = 0.6 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 15.0 * 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.95, max(-0.95, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例2: _get_keyboard_control
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _get_keyboard_control(self, keys):
"""
Return a VehicleControl message based on the pressed keys.
Return None
if a new episode was requested.
"""
control = VehicleControl()
if keys[K_LEFT] or keys[K_a]:
control.steer = -1.0
if keys[K_RIGHT] or keys[K_d]:
control.steer = 1.0
if keys[K_UP] or keys[K_w]:
control.throttle = 1.0
if keys[K_DOWN] or keys[K_s]:
control.brake = 1.0
if keys[K_SPACE]:
control.hand_brake = True
if keys[K_q]:
self._is_on_reverse = not self._is_on_reverse
control.reverse = self._is_on_reverse
return control
示例3: _parse_vehicle_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _parse_vehicle_keys(self, keys, milliseconds):
"""
parse key events
"""
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例4: _parse_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _parse_keys(self, milliseconds):
keys = pygame.key.get_pressed()
self.control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self.control.steer = round(self._steer_cache, 1)
self.control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self.control.hand_brake = keys[K_SPACE]
示例5: _parse_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _parse_keys(self, keys, milliseconds):
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例6: _parse_keys
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _parse_keys(self, keys, milliseconds):
self._control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
steer_increment = 5e-3 * milliseconds
if keys[K_LEFT] or keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_RIGHT] or keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例7: _parse_keys1
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def _parse_keys1(self, keys, milliseconds):
self._control.throttle = 1.0 if keys[K_w] else 0.0
steer_increment = 5e-4 * milliseconds
if keys[K_a]:
self._steer_cache -= steer_increment
elif keys[K_d]:
self._steer_cache += steer_increment
else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
self._control.steer = round(self._steer_cache, 1)
self._control.brake = 1.0 if keys[K_s] else 0.0
self._control.hand_brake = keys[K_SPACE]
示例8: process_pygame_events
# 需要导入模块: from pygame import locals [as 别名]
# 或者: from pygame.locals import K_d [as 别名]
def process_pygame_events(self):
"""
pygame events are how we learn about a window being closed or
resized or a key being pressed. This function looks for the events
we care about and reacts when needed.
"""
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
elif event.type == VIDEORESIZE:
self.my_weather_rock.sizing(event.size)
elif event.type == KEYDOWN:
# On 'q' or keypad enter key, quit the program.
if ((event.key == K_KP_ENTER) or (event.key == K_q)):
self.running = False
# On 'd' key, set mode to 'daily weather'.
elif event.key == K_d:
self.current_screen = 'd'
self.d_count = 1
self.h_count = 0
self.non_weather_timeout = 0
self.periodic_info_activation = 0
# on 'h' key, set mode to 'hourly weather'
elif event.key == K_h:
self.current_screen = 'h'
self.d_count = 0
self.h_count = 1
self.non_weather_timeout = 0
self.periodic_info_activation = 0
# On 'i' key, set mode to 'info'.
elif event.key == K_i:
self.current_screen = 'i'
self.d_count = 0
self.h_count = 0
self.non_weather_timeout = 0
self.periodic_info_activation = 0
# On 's' key, save a screen shot.
elif event.key == K_s:
self.my_weather_rock.screen_cap()