Python pygame 模块,K_LSHIFT 实例源码

我们从Python开源项目中,提取了以下8个代码示例,用于说明如何使用pygame.K_LSHIFT

项目:enderX    作者:Pugduddly    | 项目源码 | 文件源码
def keyDown(self, event):
        if self.selected:
            if event.key == pygame.K_ESCAPE:
                self.selected = False
            elif event.key == pygame.K_BACKSPACE and len(self.current_string) > 0:
                #self.current_string = self.current_string[:-1]
                self.current_string.pop(self.curpos - 1)
                self.curpos -= 1
            elif event.key == pygame.K_DELETE and len(self.current_string) > 0:
                #self.current_string = self.current_string[:-1]
                self.current_string.pop(self.curpos)
            elif event.key == pygame.K_RETURN:
                if self.completeHandler != None:
                    self.completeHandler(self, string.join(self.current_string, ""))
                self.completed = True
            elif event.key >= 32 and event.key <= 127:
                k = event.key
                kp = pygame.key.get_pressed()
                if (kp[pygame.K_LSHIFT] or kp[pygame.K_RSHIFT]) and k > 96 and k < 123:
                    k -= 32
                elif (kp[pygame.K_LSHIFT] or kp[pygame.K_RSHIFT]) and k > 32:
                    k = ord(self.schars[chr(k)])
                self.current_string.insert(self.curpos, chr(k))
                self.curpos += 1
            elif event.key == pygame.K_LEFT and self.curpos > 0:
                self.curpos -= 1
            elif event.key == pygame.K_RIGHT and self.curpos < len(self.current_string):
                self.curpos += 1
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def __init__(self):
        super(JackitConfigControls, self).__init__()
        self.up = pygame.K_w
        self.down = pygame.K_s
        self.left = pygame.K_a
        self.right = pygame.K_d
        self.jump = pygame.K_SPACE
        self.interact = pygame.K_e
        self.push = pygame.K_LSHIFT
        self.reset_code = pygame.K_q
        self.toggle_sound = pygame.K_m
        self.kill_self = pygame.K_k
        self.reset_game = pygame.K_n
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def from_json(self, raw):
        '''
        Load the object from JSON loaded from config file
        '''

        # First pass make sure all are valid
        for key in raw:
            if isinstance(raw[key], str):
                if not hasattr(pygame, raw[key]):
                    raise ConfigError(
                        "Invalid control for {}. Must be a valid pygame key constant".format(key)
                    )
                else:
                    raw[key] = getattr(pygame, raw[key])
            elif isinstance(raw[key], int):
                pass
            else:
                raise ConfigError(
                    "Controls must be a valid pygame key constant as a string or integer"
                )

        # Check for duplicates
        values = list(raw.values())
        values_set = set(values)

        if len(values) != len(values_set):
            raise ConfigError("Cannot have duplicate controls")

        self.up = raw.get('up', getattr(pygame, 'K_w'))
        self.down = raw.get('down', getattr(pygame, 'K_s'))
        self.left = raw.get('left', getattr(pygame, 'K_a'))
        self.right = raw.get('right', getattr(pygame, 'K_d'))
        self.jump = raw.get('jump', getattr(pygame, 'K_SPACE'))
        self.interact = raw.get('interact', getattr(pygame, 'K_e'))
        self.push = raw.get("push", getattr(pygame, "K_LSHIFT"))
        self.reset_code = raw.get("reset_code", getattr(pygame, "K_q"))
        self.toggle_sound = raw.get("toggle_sound", getattr(pygame, "K_m"))
        self.kill_self = raw.get("kill_self", getattr(pygame, "K_k"))
        self.reset_game = raw.get("reset_game", getattr(pygame, "K_n"))
项目:myterminal    作者:graktung    | 项目源码 | 文件源码
def readChar():
    if event.key == pygame.K_BACKSPACE:
        return 'backspace'
    elif event.key == pygame.K_PAGEUP:
        return 'pageup'
    elif event.key == pygame.K_PAGEDOWN:
        return 'pagedown'
    elif event.key == pygame.K_TAB:
        return 'tab'
    elif event.key == pygame.K_RETURN:
        return 'enter'
    elif event.key == pygame.K_ESCAPE:
        return 'esc'
    elif event.key in (pygame.K_RSHIFT, pygame.K_LSHIFT):
        return 'shift'
    elif event.key in (pygame.K_RCTRL, pygame.K_LCTRL):
        return 'control'
    elif event.key == pygame.K_RIGHT:
        return 'kright'
    elif event.key == pygame.K_LEFT:
        return 'kleft'
    elif event.key == pygame.K_UP:
        return 'kup'
    elif event.key == pygame.K_DOWN:
        return 'kdown'
    elif event.key == pygame.K_CAPSLOCK:
        return None
    elif event.key == 282:
        return 'paste'
    elif event.key == 283:
        return 'begincur'
    elif event.key == 284:
        return 'endcur'
    elif event.key == 285:
        return 'delall'
    else:
        return event.unicode
项目:LD39    作者:Bobsleigh    | 项目源码 | 文件源码
def handleInput(self, sprite, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                sprite.updateSpeedRight()
                sprite.rightPressed = True
            elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
                sprite.updateSpeedLeft()
                sprite.leftPressed = True
            elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
                sprite.updateSpeedDown()
                sprite.downPressed = True
            elif event.key == pygame.K_UP or event.key == pygame.K_w:
                sprite.updateSpeedUp()
                sprite.upPressed = True
            elif event.key == pygame.K_LSHIFT:
                sprite.leftShiftPressed = True

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                sprite.rightPressed = False
            elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
                sprite.leftPressed = False
            elif event.key == pygame.K_UP or event.key == pygame.K_w:
                sprite.upPressed = False
            elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
                sprite.downPressed = False
            elif event.key == pygame.K_LSHIFT:
                sprite.leftShiftPressed = False
            elif event.key == pygame.K_SPACE:
                sprite.spacePressed = False

        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == MOUSE_LEFT:
                sprite.leftMousePressed = True
            elif event.button == MOUSE_RIGHT:
                sprite.rightMousePressed = True

        elif event.type == pygame.MOUSEBUTTONUP:
            if event.button == MOUSE_LEFT:
                sprite.leftMousePressed = False
            elif event.button == MOUSE_RIGHT:
                sprite.rightMousePressed = False
项目:dasRepo    作者:MrGloriousFast    | 项目源码 | 文件源码
def userInput(camera, display):
    deltaT = display.deltaT
    #keyboard down presses
    pressed = pygame.key.get_pressed()    

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            quit()

        if event.type == pygame.KEYDOWN:
            if event.key ==pygame.K_ESCAPE:
                pygame.quit()
                quit()

        if event.type == pygame.MOUSEMOTION:

            x, y = event.rel
            event.pos = (display.w/2,display.h/2)

            #look around
            if( abs(x)>1 ):
                camera.turnRight( -x*deltaT)
            if( abs(y)>1 ):
                camera.turnUp(    -y*deltaT)

            #capture mouse
            pygame.mouse.set_pos(display.w/2., display.w/2)
            pygame.event.get(pygame.MOUSEMOTION) #steal the new mouse event and do nothing with it to reset it
            #print()
            #print(camera.posWorld.getString())
            #print(camera.view())

    #back forth
    if pressed[pygame.K_w]:
        camera.forward(deltaT)
    if pressed[pygame.K_s]:
        camera.forward(-deltaT)

    #up, down
    if pressed[pygame.K_SPACE]:
        camera.upward(-deltaT)
    if pressed[pygame.K_LSHIFT]:
        camera.upward(deltaT)

    #left right
    if pressed[pygame.K_a]:
        camera.sideward(deltaT)
    if pressed[pygame.K_d]:
        camera.sideward(-deltaT)

    #change openGL polygon mode
    if pressed[pygame.K_1]:
        glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)
    if pressed[pygame.K_2]:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    if pressed[pygame.K_3]:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)


#start the main
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def character_key(self, key):
        '''
        Handles the rest of the keys
        '''

        if key == pygame.K_LSHIFT or key == pygame.K_RSHIFT:
            return # Skip the event for the shift key itself

        try:
            # Handle the number pad
            if key == pygame.K_KP0:
                key = pygame.K_0
            elif key == pygame.K_KP1:
                key = pygame.K_1
            elif key == pygame.K_KP2:
                key = pygame.K_2
            elif key == pygame.K_KP3:
                key = pygame.K_3
            elif key == pygame.K_KP4:
                key = pygame.K_4
            elif key == pygame.K_KP5:
                key = pygame.K_5
            elif key == pygame.K_KP6:
                key = pygame.K_6
            elif key == pygame.K_KP7:
                key = pygame.K_7
            elif key == pygame.K_KP8:
                key = pygame.K_8
            elif key == pygame.K_KP9:
                key = pygame.K_9
            elif pygame.key.get_mods() & pygame.KMOD_SHIFT:
                if key >= 97 and key <= 122:
                    key = ord(chr(key).upper())
                else:
                    if KEY_TO_SHIFT_MAP.get(chr(key), None) is not None:
                        key = ord(KEY_TO_SHIFT_MAP[chr(key)])

            self.text = ''.join((
                self.text[:self.cursor_position],
                chr(key),
                self.text[self.cursor_position:]
            ))
            self.cursor_position += 1
        except ValueError:
            self.game_engine.hud.display_hint("Attempt to enter an invalid character!", 2)
            return
项目:pyimgui    作者:swistakm    | 项目源码 | 文件源码
def process_event(self, event):
        # perf: local for faster access
        io = self.io

        if event.type == pygame.MOUSEMOTION:
            io.mouse_pos = event.pos

        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:
                io.mouse_down[0] = 1
            if event.button == 2:
                io.mouse_down[1] = 1
            if event.button == 3:
                io.mouse_down[2] = 1

        if event.type == pygame.MOUSEBUTTONUP:
            if event.button == 1:
                io.mouse_down[0] = 0
            if event.button == 2:
                io.mouse_down[1] = 0
            if event.button == 3:
                io.mouse_down[2] = 0
            if event.button == 4:
                io.mouse_wheel = .5
            if event.button == 5:
                io.mouse_wheel = -.5

        if event.type == pygame.KEYDOWN:
            for char in event.unicode:
                code = ord(char)
                if 0 < code < 0x10000:
                    io.add_input_character(code)

            io.keys_down[event.key] = True

        if event.type == pygame.KEYUP:
            io.keys_down[event.key] = False

        if event.type in (pygame.KEYDOWN, pygame.KEYUP):
            io.key_ctrl = (
                io.keys_down[pygame.K_LCTRL] or
                io.keys_down[pygame.K_RCTRL]
            )

            io.key_alt = (
                io.keys_down[pygame.K_LALT] or
                io.keys_down[pygame.K_RALT]
            )

            io.key_shift = (
                io.keys_down[pygame.K_LSHIFT] or
                io.keys_down[pygame.K_RSHIFT]
            )

            io.key_super = (
                io.keys_down[pygame.K_LSUPER] or
                io.keys_down[pygame.K_LSUPER]
            )

        if event.type == pygame.VIDEORESIZE:
            io.display_size = event.size