Python pygame.K_0 Examples
The following are 8
code examples of pygame.K_0().
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Example #1
Source File: environment.py From Python-Reinforcement-Learning-Projects with MIT License | 6 votes |
def new_demo(test=True): import pygame from demo.game import Game if test is False: game = Game(640, 480, None) else: def _render(game): while True: game.draw() for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_9: game.increase_fps() elif event.key == pygame.K_0: game.decrease_fps() pygame.init() DISPLAYSURF = pygame.display.set_mode((640, 480), 0, 32) pygame.display.set_caption('Demo') game = Game(640, 480, DISPLAYSURF) t = Thread(target=lambda: _render(game)) t.start() return game
Example #2
Source File: environment.py From Python-Reinforcement-Learning-Projects with MIT License | 5 votes |
def new_demo(test=False): import pygame from demo.game import Game if test is False: game = Game(640, 480, None) else: def _render(game): while True: game.draw() for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_9: game.increase_fps() elif event.key == pygame.K_0: game.decrease_fps() pygame.init() DISPLAYSURF = pygame.display.set_mode((640, 480), 0, 32) pygame.display.set_caption('Demo') game = Game(640, 480, DISPLAYSURF) t = Thread(target=lambda: _render(game)) t.start() parameter = Parameter(lr=1e-3) parameter.gamma = 0.9 parameter.iteration_num = 300000 parameter.num_history_frames = 1 parameter.network_type = 'mlp' parameter.update_method = 'rmsprop' parameter.rho = 0.95 parameter.async_update_interval = 5 parameter.input_scale = 1.0 return game, parameter
Example #3
Source File: key_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_name(self): self.assertEqual(pygame.key.name(pygame.K_RETURN), "return") self.assertEqual(pygame.key.name(pygame.K_0), "0") self.assertEqual(pygame.key.name(pygame.K_SPACE), "space")
Example #4
Source File: key_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_name(self): self.assertEqual(pygame.key.name(pygame.K_RETURN), "return") self.assertEqual(pygame.key.name(pygame.K_0), "0") self.assertEqual(pygame.key.name(pygame.K_SPACE), "space")
Example #5
Source File: key_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_name(self): self.assertEqual(pygame.key.name(pygame.K_RETURN), "return") self.assertEqual(pygame.key.name(pygame.K_0), "0") self.assertEqual(pygame.key.name(pygame.K_SPACE), "space")
Example #6
Source File: key_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_name(self): self.assertEqual(pygame.key.name(pygame.K_RETURN), "return") self.assertEqual(pygame.key.name(pygame.K_0), "0") self.assertEqual(pygame.key.name(pygame.K_SPACE), "space")
Example #7
Source File: view_convert_dataset.py From costar_plan with Apache License 2.0 | 4 votes |
def wait_for_keypress_to_select_label(progress_bar): """ # Returns description, comment. """ progress_bar.write( "\nPress a key to label the file: 1. success, 2. failure, 4. skip, 5. Extra Cool Example, 6. Problem with this Example 0. whoops! make previous file unconfirmed \n" "What to look for:\n" " - A successful stack is 3 blocks tall or 4 blocks tall with the gripper completely removed from the field of view.\n" " - If the tower is 3 blocks tall and blocks will clearly slide off if not for the wall press 2 for 'failure',\n" " if it is merely in contact with a wall, press 1 for 'success'." " - When the robot doesn't move but there is already a visible successful stack, that's an error.failure.falsely_appears_correct, so press 1 for 'success'!\n" " - If you can see the gripper, the example is a failure even if the stack is tall enough!\n") # , 3: error.failure flag = 0 comment = 'none' mark_previous_unconfirmed = None while flag == 0: # pygame.event.pump() events = pygame.event.get() # if len(events) > 0: # print(events) for event in events: if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: progress_bar.write("label set to success") flag = 1 return "success", comment, mark_previous_unconfirmed elif event.key == pygame.K_2: progress_bar.write("label set to failure") flag = 1 return "failure", comment, mark_previous_unconfirmed # elif event.key == pygame.K_3: # progress_bar.write("label set to error.failure") # flag = 1 # return "error.failure" elif event.key == pygame.K_4: flag = 1 return 'skip', comment, mark_previous_unconfirmed elif event.key == pygame.K_5: comment = 'extra_cool_example' progress_bar.write('comment added: extra_cool_example (this note will remove past notes)') elif event.key == pygame.K_6: comment = 'problem_with_example' progress_bar.write('comment added: problem_with_example (this note will remove past notes)') elif event.key == pygame.K_0: mark_previous_unconfirmed = True progress_bar.write( 'Thanks for mentioning there is a problem with the selection for the previous example.' 'We will clear that data so the example will appear again when you re-run the label correction.' 'Jut to be extra safe, we also suggest you write down the exact filename ' 'of the previous example so you can check it manually, ')
Example #8
Source File: main.py From python-examples with MIT License | 4 votes |
def display_cube(): WINDOW_WIDTH = 800 WINDOW_HEIGHT = 600 pygame.init() pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.DOUBLEBUF | pygame.OPENGL) OpenGL.GLU.gluPerspective(45, (WINDOW_WIDTH/WINDOW_HEIGHT), 0.1, 50.0) OpenGL.GL.glTranslatef(0.0, 0.0, -10) show_cube_1 = True show_cube_2 = True show_lines = True running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key == pygame.K_1: show_cube_1 = not show_cube_1 elif event.key == pygame.K_2: show_cube_2 = not show_cube_2 elif event.key == pygame.K_0: show_lines = not show_lines OpenGL.GL.glRotate(1, 3, 10, 10) # (angle,x,y,z) OpenGL.GL.glClear(OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT) if show_cube_1: cube(vertices1, edges) # large cube if show_cube_2: cube(vertices2, edges) # small cube if show_lines: lines(vertices1, vertices2) pygame.display.flip() pygame.time.wait(10) pygame.quit() # ---