Python pygame.K_e() Examples
The following are 4
code examples of pygame.K_e().
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Example #1
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 #2
Source File: kernal.py From RoboMaster-AI-Challenge-Simulator-2D with MIT License | 5 votes |
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 |
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 |
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