Python pygame 模块,K_LEFT 实例源码

我们从Python开源项目中,提取了以下50个代码示例,用于说明如何使用pygame.K_LEFT

项目:generals-bot    作者:harrischristiansen    | 项目源码 | 文件源码
def _handleKeypress(self, key):
        if self._clicked == None or self._moveEvent == None:
            return False
        column = self._clicked[0]
        row = self._clicked[1]

        target = None
        if key == pygame.K_LEFT:
            if column > 0:
                target = (column-1, row)
        elif key == pygame.K_RIGHT:
            if column < self._map.cols - 1:
                target = (column+1, row)
        elif key == pygame.K_UP:
            if row > 0:
                target = (column, row-1)
        elif key == pygame.K_DOWN:
            if row < self._map.rows - 1:
                target = (column, row+1)

        if target != None:
            self._moveEvent(self._clicked, target)
            self._clicked = target
项目:pyclimber    作者:manixaist    | 项目源码 | 文件源码
def check_keyup_events(settings, event, screen, tile_map):
    player = tile_map.player
    if event.key == pygame.K_SPACE:
        if not player.idle_top:
            if player.falling == False:
                player.dy = settings.player_jump_velocity
                player.falling = True
            elif player.air_jumps < player.max_air_jumps:
                player.dy = settings.player_air_jump_velocity
                player.air_jumps += 1

    if event.key == pygame.K_LEFT:
        if not player.idle_top:
            if player.dx != 0.0:
                player.dx = 0.0

    if event.key == pygame.K_RIGHT:
        if not player.idle_top:
            if player.dx != 0.0:
                player.dx = 0.0
项目:cs6244_motionplanning    作者:chenmin1107    | 项目源码 | 文件源码
def keyboard_loop(self):
        while not rospy.is_shutdown():
            acc = 0
            yaw = 0

            keys = pygame.key.get_pressed()
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    sys.exit()

            if(keys[pygame.K_UP]):
                acc = self.acc
            elif(keys[pygame.K_DOWN]):
                acc = -self.acc
            if(keys[pygame.K_LEFT]):
                yaw = self.yaw
            elif(keys[pygame.K_RIGHT]):
                yaw = -self.yaw

            self.send_control(acc, yaw)
            self.rate.sleep()
项目:Tutoriales_juegos_Python    作者:tidus747    | 项目源码 | 文件源码
def handle_event(self, event):
        if event.type == pygame.QUIT:
            game_over = True

        if event.type == pygame.KEYDOWN:

            if event.key == pygame.K_LEFT:
                self.update('left')
            if event.key == pygame.K_RIGHT:
                self.update('right')
            if event.key == pygame.K_UP:
                self.update('up')
            if event.key == pygame.K_DOWN:
                self.update('down')

        if event.type == pygame.KEYUP:

            if event.key == pygame.K_LEFT:
                self.update('stand_left')
            if event.key == pygame.K_RIGHT:
                self.update('stand_right')
            if event.key == pygame.K_UP:
                self.update('stand_up')
            if event.key == pygame.K_DOWN:
                self.update('stand_down')
项目:third_person_im    作者:bstadie    | 项目源码 | 文件源码
def CheckKeys(self):
        """
        Check the keys that are evaluated on every main loop iteration.
        I.e., they aren't just evaluated when first pressed down
        """

        pygame.event.pump()
        self.keys = keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.viewCenter -= (0.5, 0)
        elif keys[pygame.K_RIGHT]:
            self.viewCenter += (0.5, 0)

        if keys[pygame.K_UP]:
            self.viewCenter += (0, 0.5)
        elif keys[pygame.K_DOWN]:
            self.viewCenter -= (0, 0.5)

        if keys[pygame.K_HOME]:
            self.viewZoom = 1.0
            self.viewCenter = (0.0, 20.0)
项目:asteroid-invasion    作者:mally1mk    | 项目源码 | 文件源码
def update(self):
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
                self.hidden = False
                self.rect.centerx = WIDTH / 2
                self.rect.bottom = HEIGHT - 10
        self.speedx = 0
        #speed=8
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -speed
        if keystate[pygame.K_RIGHT]:
            self.speedx = speed
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
项目:rllabplusplus    作者:shaneshixiang    | 项目源码 | 文件源码
def CheckKeys(self):
        """
        Check the keys that are evaluated on every main loop iteration.
        I.e., they aren't just evaluated when first pressed down
        """

        pygame.event.pump()
        self.keys = keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.viewCenter -= (0.5, 0)
        elif keys[pygame.K_RIGHT]:
            self.viewCenter += (0.5, 0)

        if keys[pygame.K_UP]:
            self.viewCenter += (0, 0.5)
        elif keys[pygame.K_DOWN]:
            self.viewCenter -= (0, 0.5)

        if keys[pygame.K_HOME]:
            self.viewZoom = 1.0
            self.viewCenter = (0.0, 20.0)
项目:Jeff-Long-Run    作者:matthiasrigaud    | 项目源码 | 文件源码
def manager(field):
    put_tile = False
    for event in pygame.event.get():
        if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.dict["key"] == pygame.K_ESCAPE):
            sys.exit()
        elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d):
            field.change_right_move(True)
        elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d):
            field.change_right_move(False)
        elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q):
            field.change_left_move(True)
        elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q):
            field.change_left_move(False)
        elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 4:
            field.change_tile(1)
        elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 5:
            field.change_tile(-1)
        elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 1:
            field.put_tile()
项目:python-fsm    作者:axelhj    | 项目源码 | 文件源码
def __init__(self, gameInstance):
        BaseController.__init__(self, gameInstance)

        keys = ( \
            pygame.K_LEFT, #left
            pygame.K_RIGHT,#right
            pygame.K_UP,   #acc
            pygame.K_DOWN, #brake
            pygame.K_LCTRL,#reverse
            pygame.K_r,    #restart
            #pygame.K_ESC,  #endGame
            pygame.K_RCTRL,
            #pygame.K_SPACE,
            \
            )

        self.keyToAction = dict()
        for key, action in zip(keys, self.gameInterface.gameInstance.actionsList):
            self.keyToAction.update({key: action})
        self.keyToAction[pygame.K_RCTRL] = self.keyToAction[pygame.K_LCTRL]
项目:tingbot-gui    作者:furbrain    | 项目源码 | 文件源码
def touch_handler(self, event):
        #handle keypresses...
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_BACKSPACE:
                self.panel.text.del_letter()
            elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
                self.panel.new_line()
            elif event.key == pygame.K_ESCAPE:
                self.close(None)
            elif event.key == pygame.K_LEFT:
                self.panel.text.cursor_left()
            elif event.key == pygame.K_RIGHT:
                self.panel.text.cursor_right()
            elif len(event.unicode) > 0:
                self.panel.text.add_letter(event.unicode)
        super(Keyboard,self).touch_handler(event)
项目:pytari2600    作者:ajgrah2000    | 项目源码 | 文件源码
def test_input(self):
        i = inputs.Input()
        test_inputs = [(pygame.KEYDOWN, {'key':pygame.K_1}),
                       (pygame.KEYDOWN, {'key':pygame.K_2}),
                       (pygame.KEYDOWN, {'key':pygame.K_2}),
                       (pygame.KEYDOWN, {'key':pygame.K_UP}),
                       (pygame.KEYDOWN, {'key':pygame.K_LEFT}),
                       (pygame.KEYUP,   {'key':pygame.K_r}),
#                       (pygame.KEYDOWN, {'key':pygame.K_q})
                       ]
        for e in [pygame.event.Event(*x) for x in test_inputs]:
            i.handle_events(e)

        self.assertEqual(i.get_swcha(),   0xAF)
        self.assertEqual(i.get_swchb(),   0x7F)
        self.assertEqual(i.get_paddle0(),  0x1)
        self.assertEqual(i.get_input7(),  0xFF)
项目:Pythonlearn    作者:godzoco    | 项目源码 | 文件源码
def check_events(ship):
    """???? 126 ????ship ??ship"""

    #??elif event.type == pygame.KEYDOWN:
    #???? ???? ????? ??
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
                #event.type == pygame.QUIT: ?????????
            sys.exit()
            '''???? ?? 1262?? ???????? ?????
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RIGHT:
                ship.rect.centerx += 1
            '''
            #??down ???? ??????????  ??? ??? ??  ? ????? ? ? ????
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RIGHT:
                ship.moving_right = True
            if event.key == pygame.K_LEFT:
                ship.moving_left = True
        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_RIGHT:
                ship.moving_right = False
            if event.key == pygame.K_LEFT:
                ship.moving_left = False
项目:OfMagesAndMagic    作者:munnellg    | 项目源码 | 文件源码
def handle_event(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                self.root.trigger_exit_to_main()
            elif event.key == pygame.K_p:
                self.toggle_pause()
            elif not self.paused:
                if event.key == pygame.K_SPACE:
                    self.skip_turn = True
                elif event.key == pygame.K_RETURN:
                    self.skip_game = True
                elif event.key in [pygame.K_LEFT, pygame.K_1]:
                    self.parent.battle.award_victory(1)
                    self.skip_game = True
                elif event.key in [pygame.K_RIGHT, pygame.K_2]:
                    self.parent.battle.award_victory(2)
                    self.skip_game = True
项目:Heap-Project-1    作者:stacompsoc    | 项目源码 | 文件源码
def keyboard(self, key):
        """
        Handle keyboard events.

        :key: key pressed
        """
        global SCALE_FACTOR, MIN_MASS
        if key == pygame.K_SPACE:
            self.pause = not self.pause
        elif key == pygame.K_UP:
            self.pos_shift[1] -= int(self.height / 10)
        elif key == pygame.K_DOWN:
            self.pos_shift[1] += int(self.height / 10)
        elif key == pygame.K_LEFT:
            self.pos_shift[0] -= int(self.width / 10)
        elif key == pygame.K_RIGHT:
            self.pos_shift[0] += int(self.width / 10)
        elif key == pygame.K_EQUALS:
            SCALE_FACTOR /= 1.05
        elif key == pygame.K_MINUS:
            SCALE_FACTOR *= 1.05
        MIN_MASS = SCALE_FACTOR ** 3
项目:zeroids-16.2    作者:ProgrammaBol    | 项目源码 | 文件源码
def handle_events():
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit(0)
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                player_one.speed = 10
            if event.key == pygame.K_RIGHT:
                player_one.angular_speed = 5
            if event.key == pygame.K_LEFT:
                player_one.angular_speed = -5
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_UP:
                player_one.speed = 0
            if event.key == pygame.K_RIGHT:
                player_one.angular_speed = 0
            if event.key == pygame.K_LEFT:
                player_one.angular_speed = 0
项目:Arkon    作者:UnkDevE    | 项目源码 | 文件源码
def run(self):
        while self.visible & this.drawing:
            # wait for event
            event = pygame.event.wait()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_DOWN:
                    self.select_previous()
                elif event.key == pygame.K_LEFT:
                    self.select_previous()
                elif event.key == pygame.K_RETURN:
                    self.activate()
                elif event.key == pygame.K_z:
                    self.activate()
                elif event.key == pygame.K_x:
                    self.previous_menu()
                elif event.key == pygame.K_RIGHT:
                    self.select_next()

    # runs self, as well as show.
项目:uit-inf-1400-2017.github.io    作者:uit-inf-1400-2017    | 项目源码 | 文件源码
def handle_events(self):
    for event in pygame.event.get():
      if event.type == pygame.QUIT:
    exit()
      elif event.type == pygame.KEYDOWN:
    if event.key == pygame.K_UP:
      self.up_pressed = True
    elif event.key == pygame.K_DOWN:
      self.down_pressed = True
    elif event.key == pygame.K_LEFT:
      self.left_pressed = True
    elif event.key == pygame.K_RIGHT:
      self.right_pressed = True
    elif event.key == pygame.K_ESCAPE:
      exit()
      elif event.type == pygame.KEYUP:
    if event.key == pygame.K_UP:
      self.up_pressed = False
    elif event.key == pygame.K_DOWN:
      self.down_pressed = False
    elif event.key == pygame.K_LEFT:
      self.left_pressed = False
    elif event.key == pygame.K_RIGHT:
      self.right_pressed = False
项目:gail-driver    作者:sisl    | 项目源码 | 文件源码
def CheckKeys(self):
        """
        Check the keys that are evaluated on every main loop iteration.
        I.e., they aren't just evaluated when first pressed down
        """

        pygame.event.pump()
        self.keys = keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.viewCenter -= (0.5, 0)
        elif keys[pygame.K_RIGHT]:
            self.viewCenter += (0.5, 0)

        if keys[pygame.K_UP]:
            self.viewCenter += (0, 0.5)
        elif keys[pygame.K_DOWN]:
            self.viewCenter -= (0, 0.5)

        if keys[pygame.K_HOME]:
            self.viewZoom = 1.0
            self.viewCenter = (0.0, 20.0)
项目:c64-remakes    作者:DealPete    | 项目源码 | 文件源码
def get_input():
    for event in pygame.event.get():
        if event.type == pygame.QUIT: sys.exit()
        if event.type == pygame.KEYDOWN:
            if state.state == "playing":
                if event.key == pygame.K_LEFT:
                    if valid(state.X - 1, state.Y, state.piece.forms[state.form]):
                        state.X -= 1
                if event.key == pygame.K_RIGHT:
                    if valid(state.X + 1, state.Y, state.piece.forms[state.form]):
                        state.X += 1
                if event.key == pygame.K_SPACE:
                    new_form = state.form - 1
                    if new_form < 0: new_form = 3
                    if valid(state.X, state.Y, state.piece.forms[new_form]):
                        state.form = new_form
                if event.key == pygame.K_DOWN:
                    state.state = "falling"
            if state.state == "lost":
                if event.key in [pygame.K_SPACE, pygame.K_RETURN]:
                    state.start_game()
项目:Kuai    作者:Duroktar    | 项目源码 | 文件源码
def run(self):
        while not self.is_done:
            time.sleep(0.01)
            x, y = pygame.mouse.get_pos()
            events = pygame.event.get()
            for event in events:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        Kuai.emit('key-up', x, y)
                    if event.key == pygame.K_DOWN:
                        Kuai.emit('key-down', x, y)
                    if event.key == pygame.K_LEFT:
                        Kuai.emit('key-left', x, y)
                    if event.key == pygame.K_RIGHT:
                        Kuai.emit('key-right', x, y)
                    if event.key == pygame.K_ESCAPE:
                        Kuai.emit('key-escape')
                    pass
项目:pyimgui    作者:swistakm    | 项目源码 | 文件源码
def _map_keys(self):
        key_map = self.io.key_map

        key_map[imgui.KEY_TAB] = pygame.K_TAB
        key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT
        key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT
        key_map[imgui.KEY_UP_ARROW] = pygame.K_UP
        key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN
        key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP
        key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN
        key_map[imgui.KEY_HOME] = pygame.K_HOME
        key_map[imgui.KEY_END] = pygame.K_END
        key_map[imgui.KEY_DELETE] = pygame.K_DELETE
        key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE
        key_map[imgui.KEY_ENTER] = pygame.K_RETURN
        key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE
        key_map[imgui.KEY_A] = pygame.K_a
        key_map[imgui.KEY_C] = pygame.K_c
        key_map[imgui.KEY_V] = pygame.K_v
        key_map[imgui.KEY_X] = pygame.K_x
        key_map[imgui.KEY_Y] = pygame.K_y
        key_map[imgui.KEY_Z] = pygame.K_z
项目:rllab    作者:rll    | 项目源码 | 文件源码
def CheckKeys(self):
        """
        Check the keys that are evaluated on every main loop iteration.
        I.e., they aren't just evaluated when first pressed down
        """

        pygame.event.pump()
        self.keys = keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.viewCenter -= (0.5, 0)
        elif keys[pygame.K_RIGHT]:
            self.viewCenter += (0.5, 0)

        if keys[pygame.K_UP]:
            self.viewCenter += (0, 0.5)
        elif keys[pygame.K_DOWN]:
            self.viewCenter -= (0, 0.5)

        if keys[pygame.K_HOME]:
            self.viewZoom = 1.0
            self.viewCenter = (0.0, 20.0)
项目:maml_rl    作者:cbfinn    | 项目源码 | 文件源码
def CheckKeys(self):
        """
        Check the keys that are evaluated on every main loop iteration.
        I.e., they aren't just evaluated when first pressed down
        """

        pygame.event.pump()
        self.keys = keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.viewCenter -= (0.5, 0)
        elif keys[pygame.K_RIGHT]:
            self.viewCenter += (0.5, 0)

        if keys[pygame.K_UP]:
            self.viewCenter += (0, 0.5)
        elif keys[pygame.K_DOWN]:
            self.viewCenter -= (0, 0.5)

        if keys[pygame.K_HOME]:
            self.viewZoom = 1.0
            self.viewCenter = (0.0, 20.0)
项目:alien_invasion    作者:samnew    | 项目源码 | 文件源码
def check_keydown_events(event, ai_settings, screen, stats, sb, ship, aliens, bullets):
    """????"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    if event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
            stats.save_high_score()
            sys.exit() 
    elif event.key == pygame.K_p and not stats.game_active:
        start_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
项目:alien_invasion    作者:samnew    | 项目源码 | 文件源码
def check_keyup_events(event, ship):
    """????"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    if event.key == pygame.K_LEFT:
        ship.moving_left = False
项目:pyclimber    作者:manixaist    | 项目源码 | 文件源码
def check_keydown_events(settings, event, screen, tile_map):
    """Respond to key down events"""
    player = tile_map.player
    if event.key == pygame.K_ESCAPE:
        sys.exit()

    if event.key == pygame.K_a:
        generate_new_random_blob(settings, screen, settings.image_res.enemy_blob_images, tile_map)

    if event.key == pygame.K_r:
        reset_game(tile_map)

    if event.key == pygame.K_LEFT:
        if not player.idle_top:
            if player.dx == 0.0:
                player.dx = -1 * settings.player_dx
                player.facing_left = True

    if event.key == pygame.K_RIGHT:
        if not player.idle_top:
            if player.dx == 0.0:
                player.dx = settings.player_dx
                player.facing_left = False

    if event.key == pygame.K_F9:
        if settings.fullscreen == True:
            settings.fullscreen = False
            pygame.display.set_mode((800, 600))
        else:
            settings.fullscreen = True
            pygame.display.set_mode((800, 600), pygame.FULLSCREEN)
项目:cs6244_motionplanning    作者:chenmin1107    | 项目源码 | 文件源码
def keyboard_loop(self):
        while not rospy.is_shutdown():
            acc = 0
            yaw = 0

            keys = pygame.key.get_pressed()
            for event in pygame.event.get():
                if event.type==pygame.QUIT:sys.exit()

            if(keys[pygame.K_s]):
                self.send_highway_start(1)

            if(keys[pygame.K_t]):
                self.send_highway_start(2)

            if(keys[pygame.K_UP]):
                acc = self.acc
            elif(keys[pygame.K_DOWN]):
                acc = -self.acc
            if(keys[pygame.K_LEFT]):
                yaw = self.yaw
            elif(keys[pygame.K_RIGHT]):
                yaw = -self.yaw
            if(keys[pygame.K_r]):
                state = 1
                self.send_record_state(state)
            elif(keys[pygame.K_q]):
                state = 2
                self.send_record_state(state)
            elif(keys[pygame.K_p]):
                state = 0
                self.send_record_state(state)

            self.send_control(acc, yaw)
            self.rate.sleep()
项目:project_xcape    作者:OthmanEmpire    | 项目源码 | 文件源码
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:

            if event.key == pg.K_ESCAPE:
                self.effect.timeStartDarken = self.effect.time
                self.effect.timeEndDarken = self.effect.time + self.dt
                self.audio.state = "exit"

            if event.key == pg.K_UP:
                self.arrow.moveUp()
            if event.key == pg.K_DOWN:
                self.arrow.moveDown()

            if self.arrow.index == 0:
                if event.key == pg.K_RIGHT:
                    self.backgroundSetting.next()
                if event.key == pg.K_LEFT:
                    self.backgroundSetting.previous()
                if event.key == pg.K_RETURN:
                    if self.backgroundSetting.index == 0:
                        self.render.flip(True, False)
                    if self.backgroundSetting.index == 1:
                        self.render.flip(False, True)

            if self.arrow.index == 1:
                if event.key == pg.K_RIGHT:
                    self.fullscreenSetting.next()
                if event.key == pg.K_LEFT:
                    self.fullscreenSetting.previous()
                if event.key == pg.K_RETURN:
                    if self.fullscreenSetting.index == 0:
                        pg.display.set_mode((settings.WIDTH, settings.HEIGHT))
                    if self.fullscreenSetting.index == 1:
                        pg.display.set_mode((settings.WIDTH, settings.HEIGHT),
                                            pg.FULLSCREEN)

                    self.messageMenu("screen")
                    self.messageScene("screen")
                    self.messageCutScene("screen")
项目:Galaxian-Against-COMP140    作者:tomjlw    | 项目源码 | 文件源码
def check_keydown_events(event, ai_settings, screen, ship, bullets):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_ESCAPE:
        sys.exit()
项目:Galaxian-Against-COMP140    作者:tomjlw    | 项目源码 | 文件源码
def check_keyup_events(event, ship):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False
项目:Physics-2.0    作者:rschwa6308    | 项目源码 | 文件源码
def __init__(self, dims):
        self.position, self.velocity, self.dims, self.scale, self.map = V2(0, 0), V2(0, 0), dims, 1, [pg.K_RIGHT,
                                                                                                      pg.K_LEFT,
                                                                                                      pg.K_UP,
                                                                                                      pg.K_DOWN]
项目:third_person_im    作者:bstadie    | 项目源码 | 文件源码
def action_from_keys(self, keys):
        if keys[pygame.K_LEFT]:
            return np.asarray([-10])
        elif keys[pygame.K_RIGHT]:
            return np.asarray([+10])
        else:
            return np.asarray([0])
项目:third_person_im    作者:bstadie    | 项目源码 | 文件源码
def action_from_keys(self, keys):
        if keys[pygame.K_LEFT]:
            return np.asarray([-1])
        elif keys[pygame.K_RIGHT]:
            return np.asarray([+1])
        else:
            return np.asarray([0])
项目:third_person_im    作者:bstadie    | 项目源码 | 文件源码
def action_from_keys(self, keys):
        go = np.zeros(self.action_dim)
        if keys[pygame.K_LEFT]:
            go[-1] = self.max_deg
        if keys[pygame.K_RIGHT]:
            go[-1] = -self.max_deg
        if keys[pygame.K_UP]:
            go[0] = 10
        if keys[pygame.K_DOWN]:
            go[0] = -10
        return go
项目:ice-mud-game    作者:PyBargain    | 项目源码 | 文件源码
def update(self, is_key_pressed, time, display):
        """
        ?????????????????????????????
        is_key_pressed      ?????????????ascii????????????
        time                ????
        display             ????????Display??
        """
        if (is_key_pressed(pygame.K_e)):
            if self.theme_changed:
                display.theme_index = (display.theme_index + 1) % len(self.themes)
                display.theme = self.themes[display.theme_index]
                self.theme_changed = False
        elif not self.theme_changed:
            self.theme_changed = True

        flag = False
        if (is_key_pressed(pygame.K_UP)):
            self._up(display, time)
            flag = True
        if (is_key_pressed(pygame.K_DOWN)):
            self._down(display, time)
            flag = True
        if (is_key_pressed(pygame.K_LEFT)):
            self._left(display, time)
            flag = True
        if (is_key_pressed(pygame.K_RIGHT)):
            self._right(display, time)
            flag = True
        if self.counter >= 3:
            self.counter = 0
            return flag
        else:
            self.counter += 1
            return False
项目:rllabplusplus    作者:shaneshixiang    | 项目源码 | 文件源码
def action_from_keys(self, keys):
        if keys[pygame.K_LEFT]:
            return np.asarray([-10])
        elif keys[pygame.K_RIGHT]:
            return np.asarray([+10])
        else:
            return np.asarray([0])
项目:rllabplusplus    作者:shaneshixiang    | 项目源码 | 文件源码
def action_from_keys(self, keys):
        if keys[pygame.K_LEFT]:
            return np.asarray([-1])
        elif keys[pygame.K_RIGHT]:
            return np.asarray([+1])
        else:
            return np.asarray([0])
项目:rllabplusplus    作者:shaneshixiang    | 项目源码 | 文件源码
def action_from_keys(self, keys):
        go = np.zeros(self.action_dim)
        if keys[pygame.K_LEFT]:
            go[-1] = self.max_deg
        if keys[pygame.K_RIGHT]:
            go[-1] = -self.max_deg
        if keys[pygame.K_UP]:
            go[0] = 10
        if keys[pygame.K_DOWN]:
            go[0] = -10
        return go
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.cursor_pos == self.sumn1n2sl + 1:
                        self.level.next_board_load()
                    else:
                        self.next_step()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.current_pos + 1 > self.all_a_count:
                        self.level.next_board_load()
                    else:
                        self.next_step()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.current_pos + 1 > self.all_a_count:  # if self.cursor_pos == self.sumn1n2sl+1:
                        self.level.next_board_load()
                    else:
                        self.next_step()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
                self.home_sqare_switch(self.board.active_ship + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                self.home_sqare_switch(self.board.active_ship - 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
                self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl)
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if (len(char) > 0 and lhv < 2 and char in self.digits):
                        self.home_square.value = char
                        if self.auto_select:
                            self.home_sqare_switch(self.board.active_ship + 1)
                    else:
                        self.home_square.value = ""

                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True

            elif event.type == pygame.MOUSEBUTTONUP:
                self.home_sqare_switch(self.board.active_ship)
项目:Peppy    作者:project-owner    | 项目源码 | 文件源码
def init_rotary_encoders(self):
        """ Rotary encoders (RE) initializer.  

        This is executed only if RE enabled in config.txt. Two REs are configured this way:
        1. Volume Control: GPIO16 - Volume Up, GPIO26 - Volume Down, GPIO13 - Mute
        2. Tuning: GPIO12 - Move Right, GPIO6 - Move Left, GPIO5 - Select
        RE events will be wrapped into keyboard events with the following assignment:
        Volume Up - '+' key on numeric keypad, Volume Down - '-' key on keypad, Mute - 'x' key         
        """        
        if not self.config[USAGE][USE_ROTARY_ENCODERS]:
            return        
        from event.rotary import RotaryEncoder 
        RotaryEncoder(16, 26, 13, pygame.K_KP_PLUS, pygame.K_KP_MINUS, pygame.K_x)
        RotaryEncoder(12, 6, 5, pygame.K_RIGHT, pygame.K_LEFT, pygame.K_RETURN)
项目:tetris_table    作者:choffee    | 项目源码 | 文件源码
def button_event(self, button):
        if button == 1:
            return pygame.K_LEFT
        elif button == 3:
            return pygame.K_RIGHT
        elif button == 2:
            return pygame.K_UP
        elif button == 0:
            return pygame.K_DOWN
项目:pytetris    作者:catalinc    | 项目源码 | 文件源码
def process_input(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if self.state.paused:
                    if event.key == pygame.K_r:
                        self.state.paused = False
                if self.state.game_over:
                    if event.key == pygame.K_r:
                        self.state = State(self.ROWS, self.COLS)
                    if event.key == pygame.K_ESCAPE:
                        sys.exit()
                if self.state.running:
                    if event.key == pygame.K_DOWN:
                        self.state.move_piece(board.DIRECTION_DOWN)
                    if event.key == pygame.K_LEFT:
                        self.state.move_piece(board.DIRECTION_LEFT)
                    if event.key == pygame.K_RIGHT:
                        self.state.move_piece(board.DIRECTION_RIGHT)
                    if event.key == pygame.K_x:
                        self.state.rotate_piece()
                    if event.key == pygame.K_z:
                        self.state.rotate_piece(True)
                    if event.key == pygame.K_SPACE:
                        self.state.drop_piece()
                    if event.key == pygame.K_p:
                        self.state.paused = True
项目:HFOSSFinal    作者:AlanLeeson    | 项目源码 | 文件源码
def run(self):
        self.screen = pygame.display.get_surface()

        while self.running:
            # Pump GTK messages.


            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return
                elif event.type == pygame.VIDEORESIZE:
                    pygame.display.set_mode(event.size, pygame.RESIZABLE)
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT: 
                        self.currentPlayState = self.playStates.Paused


            # Clear Display
            self.screen.fill(self.white)

            options = { 0 : self.drawMenuState,
                        1 : self.drawPlayState,
                        2 : self.drawInstructionState
            }
            options[self.currentPlayState]()

            # Flip Display
            pygame.display.flip()

            # Try to stay at 30 FPS
            self.clock.tick(30)





# This function is called when the game is run directly from the command line:
# ./TestGame.py
项目:catcom    作者:Meepasaurus    | 项目源码 | 文件源码
def move(self, eventKey):
        #print eventKey
        if eventKey == pygame.K_LEFT:
            self.x -= 35
            self.col -= 1
        elif eventKey == pygame.K_RIGHT:
            self.x += 35
            self.col += 1
        elif eventKey == pygame.K_DOWN:
            self.y += 20
项目:Pythonlearn    作者:godzoco    | 项目源码 | 文件源码
def check_keydown_events(event, ai_settings, screen,ship,bullets):
    """Respond to keypresses."""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:    
        fire_bullet(ai_settings, screen,ship,bullets)
    elif event.key == pygame.K_q:
        sys.exit()
项目:Pythonlearn    作者:godzoco    | 项目源码 | 文件源码
def check_keyup_events(event, ship):
    """Respond to key releases."""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False
项目:Pythonlearn    作者:godzoco    | 项目源码 | 文件源码
def check_keydown_events(event, ai_settings, screen,ship,bullets):
    """Respond to keypresses."""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:    
        fire_bullet(ai_settings, screen,ship,bullets)
    elif event.key == pygame.K_q:
        sys.exit()