Python pygame.K_z() Examples

The following are 5 code examples of pygame.K_z(). 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 vote down vote up
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: pyint.py    From Pyint_Pixel-Painter with GNU General Public License v3.0 5 votes vote down vote up
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 
Example #3
Source File: battle.py    From universalSmashSystem with GNU General Public License v3.0 5 votes vote down vote up
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: shooter8.py    From gamedev with MIT License 5 votes vote down vote up
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') 
Example #5
Source File: shooter-all.py    From gamedev with MIT License 5 votes vote down vote up
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')