Python pygame.K_x() Examples
The following are 4
code examples of pygame.K_x().
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example.
You may also want to check out all available functions/classes of the module
pygame
, or try the search function
.
Example #1
Source File: sprites.py From gamedev with MIT License | 6 votes |
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()
Example #2
Source File: pygame.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 5 votes |
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
Example #3
Source File: battle.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
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
Example #4
Source File: rc_control_test.py From AutoRCCar with BSD 2-Clause "Simplified" License | 4 votes |
def steer(self): while self.send_inst: for event in pygame.event.get(): if event.type == KEYDOWN: key_input = pygame.key.get_pressed() # complex orders if key_input[pygame.K_UP] and key_input[pygame.K_RIGHT]: print("Forward Right") self.ser.write(chr(6).encode()) elif key_input[pygame.K_UP] and key_input[pygame.K_LEFT]: print("Forward Left") self.ser.write(chr(7).encode()) elif key_input[pygame.K_DOWN] and key_input[pygame.K_RIGHT]: print("Reverse Right") self.ser.write(chr(8).encode()) elif key_input[pygame.K_DOWN] and key_input[pygame.K_LEFT]: print("Reverse Left") self.ser.write(chr(9).encode()) # simple orders elif key_input[pygame.K_UP]: print("Forward") self.ser.write(chr(1).encode()) elif key_input[pygame.K_DOWN]: print("Reverse") self.ser.write(chr(2).encode()) elif key_input[pygame.K_RIGHT]: print("Right") self.ser.write(chr(3).encode()) elif key_input[pygame.K_LEFT]: print("Left") self.ser.write(chr(4).encode()) # exit elif key_input[pygame.K_x] or key_input[pygame.K_q]: print("Exit") self.send_inst = False self.ser.write(chr(0).encode()) self.ser.close() break elif event.type == pygame.KEYUP: self.ser.write(chr(0).encode())