Python pygame.K_RIGHT Examples
The following are 30
code examples of pygame.K_RIGHT().
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Example #1
Source File: sprites.py From pygame_tutorials with MIT License | 8 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #2
Source File: sprites.py From pygame_tutorials with MIT License | 7 votes |
def update(self): self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #3
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc if abs(self.vel.x) < 0.1: self.vel.x = 0 self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH + self.rect.width / 2: self.pos.x = 0 - self.rect.width / 2 if self.pos.x < 0 - self.rect.width / 2: self.pos.x = WIDTH + self.rect.width / 2 self.rect.midbottom = self.pos
Example #4
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #5
Source File: movement.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.vx, self.vy = 0, 0 keystate = pg.key.get_pressed() if keystate[pg.K_UP]: self.vy = -5 if keystate[pg.K_DOWN]: self.vy = 5 if keystate[pg.K_LEFT]: self.vx = -2 if keystate[pg.K_RIGHT]: self.vx = 1 if self.vx != 0 and self.vy != 0: self.vx /= 1.414 self.vy /= 1.414 self.rect.x += self.vx self.rect.y += self.vy
Example #6
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #7
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #8
Source File: engine.py From Fruit-API with GNU General Public License v3.0 | 6 votes |
def __human_control(self, key): if self.human_control: robot = self.robots[self.human_control_robot] if key == pygame.K_LEFT: robot.move(GlobalConstants.LEFT_ACTION, self.sprites) if key == pygame.K_RIGHT: robot.move(GlobalConstants.RIGHT_ACTION, self.sprites) if key == pygame.K_UP: robot.move(GlobalConstants.UP_ACTION, self.sprites) if key == pygame.K_DOWN: robot.move(GlobalConstants.DOWN_ACTION, self.sprites) if key == pygame.K_a: reward = robot.move(GlobalConstants.FIRE_ACTION, self.sprites) if reward > 0: self.rewards[self.human_control_robot].append(reward) self.total_score[self.human_control_robot] += reward
Example #9
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #10
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) choice(self.game.weapon_sounds['gun']).play() MuzzleFlash(self.game, pos)
Example #11
Source File: graphics.py From highway-env with MIT License | 6 votes |
def handle_continuous_action_event(cls, action_type: ContinuousAction, event: pygame.event.EventType) -> None: action = action_type.last_action.copy() steering_index = action_type.space().shape[0] - 1 if event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT and action_type.lateral: action[steering_index] = 0.7 if event.key == pygame.K_LEFT and action_type.lateral: action[steering_index] = -0.7 if event.key == pygame.K_DOWN and action_type.longitudinal: action[0] = -0.7 if event.key == pygame.K_UP and action_type.longitudinal: action[0] = 0.7 elif event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT and action_type.lateral: action[steering_index] = 0 if event.key == pygame.K_LEFT and action_type.lateral: action[steering_index] = 0 if event.key == pygame.K_DOWN and action_type.longitudinal: action[0] = 0 if event.key == pygame.K_UP and action_type.longitudinal: action[0] = 0 action_type.act(action)
Example #12
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) choice(self.game.weapon_sounds['gun']).play() MuzzleFlash(self.game, pos)
Example #13
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #14
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #15
Source File: tilemap_demo2.py From pygame_tutorials with MIT License | 6 votes |
def update(self): pg.display.set_caption(str((self.rect.x, self.rect.y))) self.vx, self.vy = 0, 0 keys = pg.key.get_pressed() if keys[pg.K_UP]: self.vy = -5 if keys[pg.K_DOWN]: self.vy = 5 if keys[pg.K_LEFT]: self.vx = -5 if keys[pg.K_RIGHT]: self.vx = 5 # if self.vx != 0 and self.vy != 0: # self.vx *= 0.7071 # self.vy *= 0.7071 self.rect.x += self.vx if pg.sprite.spritecollide(self, walls, False, pg.sprite.collide_mask): self.rect.x -= self.vx self.rect.y += self.vy if pg.sprite.spritecollide(self, walls, False, pg.sprite.collide_mask): self.rect.y -= self.vy
Example #16
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot)
Example #17
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) if keys[pg.K_SPACE]: now = pg.time.get_ticks() if now - self.last_shot > BULLET_RATE: self.last_shot = now dir = vec(1, 0).rotate(-self.rot) pos = self.pos + BARREL_OFFSET.rotate(-self.rot) Bullet(self.game, pos, dir) self.vel = vec(-KICKBACK, 0).rotate(-self.rot) MuzzleFlash(self.game, pos)
Example #18
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #19
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc if abs(self.vel.x) < 0.1: self.vel.x = 0 self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH + self.rect.width / 2: self.pos.x = 0 - self.rect.width / 2 if self.pos.x < 0 - self.rect.width / 2: self.pos.x = WIDTH + self.rect.width / 2 self.rect.midbottom = self.pos
Example #20
Source File: shmup-14.py From pygame_tutorials with MIT License | 6 votes |
def update(self): # timeout for powerups if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME: self.power -= 1 self.power_time = pygame.time.get_ticks() # unhide if hidden 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 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -8 if keystate[pygame.K_RIGHT]: self.speedx = 8 if keystate[pygame.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0
Example #21
Source File: shmup.py From pygame_tutorials with MIT License | 6 votes |
def update(self): # timeout for powerups if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME: self.power -= 1 self.power_time = pygame.time.get_ticks() # unhide if hidden 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 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -8 if keystate[pygame.K_RIGHT]: self.speedx = 8 if keystate[pygame.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0
Example #22
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc if abs(self.vel.x) < 0.1: self.vel.x = 0 self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH + self.rect.width / 2: self.pos.x = 0 - self.rect.width / 2 if self.pos.x < 0 - self.rect.width / 2: self.pos.x = WIDTH + self.rect.width / 2 self.rect.midbottom = self.pos
Example #23
Source File: shmup-11.py From pygame_tutorials with MIT License | 6 votes |
def update(self): # unhide if hidden 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 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -8 if keystate[pygame.K_RIGHT]: self.speedx = 8 if keystate[pygame.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0
Example #24
Source File: shmup-12.py From pygame_tutorials with MIT License | 6 votes |
def update(self): # unhide if hidden 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 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -8 if keystate[pygame.K_RIGHT]: self.speedx = 8 if keystate[pygame.K_SPACE]: self.shoot() self.rect.x += self.speedx if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0
Example #25
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc if abs(self.vel.x) < 0.1: self.vel.x = 0 self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH + self.rect.width / 2: self.pos.x = 0 - self.rect.width / 2 if self.pos.x < 0 - self.rect.width / 2: self.pos.x = WIDTH + self.rect.width / 2 self.rect.midbottom = self.pos
Example #26
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.acc = vec(0, 0.5) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #27
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc if abs(self.vel.x) < 0.1: self.vel.x = 0 self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH + self.rect.width / 2: self.pos.x = 0 - self.rect.width / 2 if self.pos.x < 0 - self.rect.width / 2: self.pos.x = WIDTH + self.rect.width / 2 self.rect.midbottom = self.pos
Example #28
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.acc = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc += self.vel * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.center = self.pos
Example #29
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH: self.pos.x = 0 if self.pos.x < 0: self.pos.x = WIDTH self.rect.midbottom = self.pos
Example #30
Source File: sprites.py From pygame_tutorials with MIT License | 6 votes |
def update(self): self.animate() self.acc = vec(0, PLAYER_GRAV) keys = pg.key.get_pressed() if keys[pg.K_LEFT]: self.acc.x = -PLAYER_ACC if keys[pg.K_RIGHT]: self.acc.x = PLAYER_ACC # apply friction self.acc.x += self.vel.x * PLAYER_FRICTION # equations of motion self.vel += self.acc if abs(self.vel.x) < 0.1: self.vel.x = 0 self.pos += self.vel + 0.5 * self.acc # wrap around the sides of the screen if self.pos.x > WIDTH + self.rect.width / 2: self.pos.x = 0 - self.rect.width / 2 if self.pos.x < 0 - self.rect.width / 2: self.pos.x = WIDTH + self.rect.width / 2 self.rect.midbottom = self.pos