Python pygame.KEYDOWN Examples
The following are 30
code examples of pygame.KEYDOWN().
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Example #1
Source File: video_looper.py From pi_video_looper with GNU General Public License v2.0 | 10 votes |
def _handle_keyboard_shortcuts(self): while self._running: event = pygame.event.wait() if event.type == pygame.KEYDOWN: # If pressed key is ESC quit program if event.key == pygame.K_ESCAPE: self._print("ESC was pressed. quitting...") self.quit() if event.key == pygame.K_k: self._print("k was pressed. skipping...") self._player.stop(3) if event.key == pygame.K_s: if self._playbackStopped: self._print("s was pressed. starting...") self._playbackStopped = False else: self._print("s was pressed. stopping...") self._playbackStopped = True self._player.stop(3)
Example #2
Source File: gamestart.py From Games with MIT License | 8 votes |
def GameStartInterface(screen, sounds, cfg): dino = Dinosaur(cfg.IMAGE_PATHS['dino']) ground = pygame.image.load(cfg.IMAGE_PATHS['ground']).subsurface((0, 0), (83, 19)) rect = ground.get_rect() rect.left, rect.bottom = cfg.SCREENSIZE[0]/20, cfg.SCREENSIZE[1] clock = pygame.time.Clock() press_flag = False while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE or event.key == pygame.K_UP: press_flag = True dino.jump(sounds) dino.update() screen.fill(cfg.BACKGROUND_COLOR) screen.blit(ground, rect) dino.draw(screen) pygame.display.update() clock.tick(cfg.FPS) if (not dino.is_jumping) and press_flag: return True
Example #3
Source File: Game3.py From Games with MIT License | 7 votes |
def ShowEndInterface(screen, width, height): screen.fill(cfg.BACKGROUNDCOLOR) font = pygame.font.Font(cfg.FONTPATH, width//15) title = font.render('恭喜! 你成功完成了拼图!', True, (233, 150, 122)) rect = title.get_rect() rect.midtop = (width/2, height/2.5) screen.blit(title, rect) pygame.display.update() while True: for event in pygame.event.get(): if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() pygame.display.update()
Example #4
Source File: Game3.py From Games with MIT License | 7 votes |
def ShowStartInterface(screen, width, height): screen.fill(cfg.BACKGROUNDCOLOR) tfont = pygame.font.Font(cfg.FONTPATH, width//4) cfont = pygame.font.Font(cfg.FONTPATH, width//20) title = tfont.render('拼图游戏', True, cfg.RED) content1 = cfont.render('按H或M或L键开始游戏', True, cfg.BLUE) content2 = cfont.render('H为5*5模式, M为4*4模式, L为3*3模式', True, cfg.BLUE) trect = title.get_rect() trect.midtop = (width/2, height/10) crect1 = content1.get_rect() crect1.midtop = (width/2, height/2.2) crect2 = content2.get_rect() crect2.midtop = (width/2, height/1.8) screen.blit(title, trect) screen.blit(content1, crect1) screen.blit(content2, crect2) while True: for event in pygame.event.get(): if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == ord('l'): return 3 elif event.key == ord('m'): return 4 elif event.key == ord('h'): return 5 pygame.display.update()
Example #5
Source File: Game4.py From Games with MIT License | 7 votes |
def ShowStartInterface(screen, screensize): screen.fill((255, 255, 255)) tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5) cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20) title = tfont.render(u'滑雪游戏', True, (255, 0, 0)) content = cfont.render(u'按任意键开始游戏', True, (0, 0, 255)) trect = title.get_rect() trect.midtop = (screensize[0]/2, screensize[1]/5) crect = content.get_rect() crect.midtop = (screensize[0]/2, screensize[1]/2) screen.blit(title, trect) screen.blit(content, crect) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: return pygame.display.update()
Example #6
Source File: Game9.py From Games with MIT License | 6 votes |
def GameOver(screen, width, height, score, highest): screen.fill((255, 255, 255)) tfont = pygame.font.Font('./font/simkai.ttf', width//10) cfont = pygame.font.Font('./font/simkai.ttf', width//20) title = tfont.render('GameOver', True, (255, 0, 0)) content = cfont.render('Score: %s, Highest: %s' % (score, highest), True, (0, 0, 255)) trect = title.get_rect() trect.midtop = (width/2, height/4) crect = content.get_rect() crect.midtop = (width/2, height/2) screen.blit(title, trect) screen.blit(content, crect) pygame.display.update() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: return
Example #7
Source File: viewer.py From generals-bot with MIT License | 6 votes |
def mainViewerLoop(self): while not self._receivedUpdate: # Wait for first update time.sleep(0.5) self._initViewier() while self._runPygame: for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # User clicked quit self._runPygame = False # Flag done elif event.type == pygame.MOUSEBUTTONDOWN: # Mouse Click self._handleClick(pygame.mouse.get_pos()) elif event.type == pygame.KEYDOWN: # Key Press Down self._handleKeypress(event.key) if self._receivedUpdate: self._drawViewer() self._receivedUpdate = False time.sleep(0.2) pygame.quit() # Done. Quit pygame.
Example #8
Source File: utils.py From Games with MIT License | 6 votes |
def endInterface(screen, color, is_win): screen.fill(color) clock = pygame.time.Clock() if is_win: text = 'VICTORY' else: text = 'FAILURE' font = pygame.font.SysFont('arial', 30) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if (event.type == pygame.KEYDOWN) or (event.type == pygame.MOUSEBUTTONDOWN): return screen.blit(text_render, (350, 300)) clock.tick(60) pygame.display.update()
Example #9
Source File: scan_agent.py From streetlearn with Apache License 2.0 | 6 votes |
def loop(env, screen, pano_ids_yaws): """Main loop of the scan agent.""" for (pano_id, yaw) in pano_ids_yaws: # Retrieve the observation at a specified pano ID and heading. logging.info('Retrieving view at pano ID %s and yaw %f', pano_id, yaw) observation = env.goto(pano_id, yaw) current_yaw = observation["yaw"] view_image = interleave(observation["view_image"], FLAGS.width, FLAGS.height) graph_image = interleave(observation["graph_image"], FLAGS.width, FLAGS.height) screen_buffer = np.concatenate((view_image, graph_image), axis=1) pygame.surfarray.blit_array(screen, screen_buffer) pygame.display.update() for event in pygame.event.get(): if (event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE)): return if FLAGS.save_images: filename = 'scan_agent_{}_{}.bmp'.format(pano_id, yaw) pygame.image.save(screen, filename)
Example #10
Source File: endGame.py From Games with MIT License | 6 votes |
def endGame(screen, sounds, showScore, score, number_images, bird, pipe_sprites, backgroud_image, other_images, base_pos, cfg): sounds['die'].play() clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE or event.key == pygame.K_UP: return boundary_values = [0, base_pos[-1]] bird.update(boundary_values, float(clock.tick(cfg.FPS))/1000.) screen.blit(backgroud_image, (0, 0)) pipe_sprites.draw(screen) screen.blit(other_images['base'], base_pos) showScore(screen, score, number_images) bird.draw(screen) pygame.display.update() clock.tick(cfg.FPS)
Example #11
Source File: skinnedanimation.py From renpy-shader with MIT License | 6 votes |
def update(self, frameNumber, editor): for event, pos in editor.context.events: if event.type == pygame.KEYDOWN: bone = editor.getActiveBone() key = event.key if key == pygame.K_i: if bone: if event.mod & pygame.KMOD_ALT: if bone.name in self.frames[frameNumber].keys: del self.frames[frameNumber].keys[bone.name] else: key = self.frames[frameNumber].getBoneKey(bone.name) copyKeyData(bone, key) self.dirty = True elif key == pygame.K_o: if bone: data = self.getBoneData(bone.name) data.repeat = not data.repeat self.dirty = True elif key == pygame.K_p: if bone: data = self.getBoneData(bone.name) data.reversed = not data.reversed self.dirty = True
Example #12
Source File: battle_city_utils.py From AirGesture with MIT License | 6 votes |
def gameOverScreen(self): """ Show game over screen """ global screen # stop game main loop (if any) self.running = False screen.fill([0, 0, 0]) self.writeInBricks("game", [125, 140]) self.writeInBricks("over", [125, 220]) pygame.display.flip() while 1: time_passed = self.clock.tick(50) for event in pygame.event.get(): if event.type == pygame.QUIT: quit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: self.showMenu() return
Example #13
Source File: waterworld.py From PyGame-Learning-Environment with MIT License | 6 votes |
def _handle_player_events(self): self.dx = 0 self.dy = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: key = event.key if key == self.actions["left"]: self.dx -= self.AGENT_SPEED if key == self.actions["right"]: self.dx += self.AGENT_SPEED if key == self.actions["up"]: self.dy -= self.AGENT_SPEED if key == self.actions["down"]: self.dy += self.AGENT_SPEED
Example #14
Source File: puckworld.py From PyGame-Learning-Environment with MIT License | 6 votes |
def _handle_player_events(self): self.dx = 0.0 self.dy = 0.0 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: key = event.key if key == self.actions["left"]: self.dx -= self.AGENT_SPEED if key == self.actions["right"]: self.dx += self.AGENT_SPEED if key == self.actions["up"]: self.dy -= self.AGENT_SPEED if key == self.actions["down"]: self.dy += self.AGENT_SPEED
Example #15
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #16
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # catch all events here for event in pg.event.get(): if event.type == pg.QUIT: self.quit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.quit() if event.key == pg.K_h: self.draw_debug = not self.draw_debug if event.key == pg.K_p: self.paused = not self.paused
Example #17
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #18
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #19
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump()
Example #20
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump()
Example #21
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #22
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #23
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump()
Example #24
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump() if event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.player.jump_cut()
Example #25
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump()
Example #26
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump()
Example #27
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # catch all events here for event in pg.event.get(): if event.type == pg.QUIT: self.quit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.quit()
Example #28
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # catch all events here for event in pg.event.get(): if event.type == pg.QUIT: self.quit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.quit() if event.key == pg.K_h: self.draw_debug = not self.draw_debug if event.key == pg.K_p: self.paused = not self.paused if event.key == pg.K_n: self.night = not self.night
Example #29
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # catch all events here for event in pg.event.get(): if event.type == pg.QUIT: self.quit() if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.quit() if event.key == pg.K_LEFT: self.player.move(dx=-1) if event.key == pg.K_RIGHT: self.player.move(dx=1) if event.key == pg.K_UP: self.player.move(dy=-1) if event.key == pg.K_DOWN: self.player.move(dy=1)
Example #30
Source File: main.py From pygame_tutorials with MIT License | 5 votes |
def events(self): # Game Loop - events for event in pg.event.get(): # check for closing window if event.type == pg.QUIT: if self.playing: self.playing = False self.running = False if event.type == pg.KEYDOWN: if event.key == pg.K_SPACE: self.player.jump()