Python pygame.K_e() Examples

The following are 4 code examples of pygame.K_e(). 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: 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 #2
Source File: kernal.py    From RoboMaster-AI-Challenge-Simulator-2D with MIT License 5 votes vote down vote up
def get_order(self): 
        # get order from controler
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True
        pressed = pygame.key.get_pressed()
        if pressed[pygame.K_1]: self.n = 0
        if pressed[pygame.K_2]: self.n = 1
        if pressed[pygame.K_3]: self.n = 2
        if pressed[pygame.K_4]: self.n = 3
        self.orders[self.n] = 0
        if pressed[pygame.K_w]: self.orders[self.n, 0] += 1
        if pressed[pygame.K_s]: self.orders[self.n, 0] -= 1
        if pressed[pygame.K_q]: self.orders[self.n, 1] -= 1
        if pressed[pygame.K_e]: self.orders[self.n, 1] += 1
        if pressed[pygame.K_a]: self.orders[self.n, 2] -= 1
        if pressed[pygame.K_d]: self.orders[self.n, 2] += 1
        if pressed[pygame.K_b]: self.orders[self.n, 3] -= 1
        if pressed[pygame.K_m]: self.orders[self.n, 3] += 1
        if pressed[pygame.K_SPACE]: self.orders[self.n, 4] = 1
        else: self.orders[self.n, 4] = 0
        if pressed[pygame.K_f]: self.orders[self.n, 5] = 1
        else: self.orders[self.n, 5] = 0
        if pressed[pygame.K_r]: self.orders[self.n, 6] = 1
        else: self.orders[self.n, 6] = 0
        if pressed[pygame.K_n]: self.orders[self.n, 7] = 1
        else: self.orders[self.n, 7] = 0
        if pressed[pygame.K_TAB]: self.dev = True
        else: self.dev = False
        return False 
Example #3
Source File: FirstPersonController.py    From three.py with MIT License 5 votes vote down vote up
def __init__(self, input, target):
        
        super().__init__()
    
        self.input = input
        self.target = target
        
        # forward vector stays level with horizontal plane
        self.forward = np.array( [0, 0, -1] )
        # up vector is constant
        self.up = np.array( [0,1,0] )
        # recalculate right vector whenever forward vector changes
        self.right = np.cross( self.forward, self.up )
        
        # control rate of movement
        self.deltaTime = 1.0/60.0 # TODO: get actual number from input? 
        self.unitsPerSecond = 1
        self.moveAmount = self.unitsPerSecond * self.deltaTime
        self.degreesPerSecond = 60
        self.turnAmount = self.degreesPerSecond * (3.1415926 / 180) * self.deltaTime

        # customizable key mappings
        # standard controls (WASDRF, QETG)     

        self.KEY_MOVE_FORWARDS  = pygame.K_w
        self.KEY_MOVE_BACKWARDS = pygame.K_s
        self.KEY_MOVE_LEFT      = pygame.K_a
        self.KEY_MOVE_RIGHT     = pygame.K_d
        self.KEY_MOVE_UP        = pygame.K_r
        self.KEY_MOVE_DOWN      = pygame.K_f
        self.KEY_TURN_LEFT      = pygame.K_q
        self.KEY_TURN_RIGHT     = pygame.K_e
        self.KEY_LOOK_UP        = pygame.K_t
        self.KEY_LOOK_DOWN      = pygame.K_g 
Example #4
Source File: booth.py    From pibooth with MIT License 5 votes vote down vote up
def find_print_event(self, events):
        """Return the first found event if found in the list.
        """
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_e\
                        and pygame.key.get_mods() & pygame.KMOD_CTRL:
                return event
            if event.type == pygame.MOUSEBUTTONUP and event.button in (1, 2, 3):
                # Don't consider the mouse wheel (button 4 & 5):
                rect = self._window.get_rect()
                if pygame.Rect(rect.width // 2, 0, rect.width // 2, rect.height).collidepoint(event.pos):
                    return event
            if event.type == BUTTONDOWN and event.printer:
                return event
        return None