Python pygame.K_g() Examples
The following are 3
code examples of pygame.K_g().
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Example #1
Source File: gifmaker.py From stuntcat with GNU Lesser General Public License v2.1 | 6 votes |
def update(self, events, screen): """ To integrate with the main program. Call it once per frame after drawing is done. """ for event in events: if event.type == pg.KEYDOWN: if event.key == pg.K_g and not self.start_saving: self.start_saving = time.time() self.finished_saving = False print("recording surfs, press g") elif event.key == pg.K_g and self.start_saving: self.start_saving = False self.finished_saving = True if self.finished_saving: self.finish() if self.start_saving: self.surfs.append(screen.copy()) if self.seconds is not None: if time.time() - self.start_saving > self.seconds: self.finish()
Example #2
Source File: pyint.py From Pyint_Pixel-Painter with GNU General Public License v3.0 | 5 votes |
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: creeps.py From code-for-blog with The Unlicense | 4 votes |
def run(self): # The main game loop # while True: # Limit frame speed to 30 FPS # time_passed = self.clock.tick(30) #~ time_passed = self.clock.tick() #~ print time_passed # If too long has passed between two frames, don't # update (the game must have been suspended for some # reason, and we don't want it to "jump forward" # suddenly) # if time_passed > 100: continue for event in pygame.event.get(): if event.type == pygame.QUIT: self.quit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: self.paused = not self.paused elif event.key == pygame.K_g: if pygame.key.get_mods() & pygame.KMOD_CTRL: self.options['draw_grid'] = not self.options['draw_grid'] elif ( event.type == pygame.MOUSEBUTTONDOWN and event.button == 1): for creep in self.creeps: creep.mouse_click_event(event.pos) if not self.paused: msg1 = 'Creeps: %d' % len(self.creeps) msg2 = '' self.mboard_text = [msg1, msg2] self.creep_spawn_timer.update(time_passed) # Update and all creeps for creep in self.creeps: creep.update(time_passed) self.draw() pygame.display.flip()