Python pyglet.window.key.UP Examples
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code examples of pyglet.window.key.UP().
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Example #1
Source File: interactive_game.py From safelife with Apache License 2.0 | 6 votes |
def pyglet_key_down(self, symbol, modifier, repeat_in=0.3): from pyglet.window import key self.last_key_down = symbol self.last_key_modifier = modifier self.next_key_repeat = time.time() + repeat_in is_ascii = 27 <= symbol < 255 char = { key.LEFT: KEYS.LEFT_ARROW, key.RIGHT: KEYS.RIGHT_ARROW, key.UP: KEYS.UP_ARROW, key.DOWN: KEYS.DOWN_ARROW, key.ENTER: '\r', key.RETURN: '\r', key.BACKSPACE: chr(127), }.get(symbol, chr(symbol) if is_ascii else None) if not char: # All other characters don't count as a key press # (e.g., function keys, modifier keys, etc.) return if modifier & key.MOD_SHIFT: char = char.upper() self.set_needs_display() self.handle_input(char)
Example #2
Source File: player.py From pyglet with BSD 3-Clause "New" or "Revised" License | 6 votes |
def update(self, dt): # Do all the normal physics stuff super(Player, self).update(dt) if self.key_handler[key.LEFT]: self.rotation -= self.rotate_speed * dt if self.key_handler[key.RIGHT]: self.rotation += self.rotate_speed * dt if self.key_handler[key.UP]: angle_radians = -math.radians(self.rotation) force_x = math.cos(angle_radians) * self.thrust * dt force_y = math.sin(angle_radians) * self.thrust * dt self.velocity_x += force_x self.velocity_y += force_y # If thrusting, update the engine sprite self.engine_sprite.rotation = self.rotation self.engine_sprite.x = self.x self.engine_sprite.y = self.y self.engine_sprite.visible = True else: # Otherwise, hide it self.engine_sprite.visible = False
Example #3
Source File: player.py From pyglet with BSD 3-Clause "New" or "Revised" License | 6 votes |
def update(self, dt): # Do all the normal physics stuff super(Player, self).update(dt) if self.key_handler[key.LEFT]: self.rotation -= self.rotate_speed * dt if self.key_handler[key.RIGHT]: self.rotation += self.rotate_speed * dt if self.key_handler[key.UP]: # Note: pyglet's rotation attributes are in "negative degrees" angle_radians = -math.radians(self.rotation) force_x = math.cos(angle_radians) * self.thrust * dt force_y = math.sin(angle_radians) * self.thrust * dt self.velocity_x += force_x self.velocity_y += force_y # If thrusting, update the engine sprite self.engine_sprite.rotation = self.rotation self.engine_sprite.x = self.x self.engine_sprite.y = self.y self.engine_sprite.visible = True else: # Otherwise, hide it self.engine_sprite.visible = False
Example #4
Source File: player.py From pyglet with BSD 3-Clause "New" or "Revised" License | 6 votes |
def update(self, dt): # Do all the normal physics stuff super(Player, self).update(dt) if self.key_handler[key.LEFT]: self.rotation -= self.rotate_speed * dt if self.key_handler[key.RIGHT]: self.rotation += self.rotate_speed * dt if self.key_handler[key.UP]: # Note: pyglet's rotation attributes are in "negative degrees" angle_radians = -math.radians(self.rotation) force_x = math.cos(angle_radians) * self.thrust * dt force_y = math.sin(angle_radians) * self.thrust * dt self.velocity_x += force_x self.velocity_y += force_y # If thrusting, update the engine sprite self.engine_sprite.rotation = self.rotation self.engine_sprite.x = self.x self.engine_sprite.y = self.y self.engine_sprite.visible = True else: # Otherwise, hide it self.engine_sprite.visible = False
Example #5
Source File: player.py From learning-python with MIT License | 6 votes |
def update(self, dt): # Do all the normal physics stuff super(Player, self).update(dt) if self.key_handler[key.LEFT]: self.rotation -= self.rotate_speed * dt if self.key_handler[key.RIGHT]: self.rotation += self.rotate_speed * dt if self.key_handler[key.UP]: # Note: pyglet's rotation attributes are in "negative degrees" angle_radians = -math.radians(self.rotation) force_x = math.cos(angle_radians) * self.thrust * dt force_y = math.sin(angle_radians) * self.thrust * dt self.velocity_x += force_x self.velocity_y += force_y # If thrusting, update the engine sprite self.engine_sprite.rotation = self.rotation self.engine_sprite.x = self.x self.engine_sprite.y = self.y self.engine_sprite.visible = True else: # Otherwise, hide it self.engine_sprite.visible = False
Example #6
Source File: tutorial6.py From ratcave with MIT License | 5 votes |
def update(dt): if keys[key.UP]: monkey.position.z -= .01 elif keys[key.DOWN]: monkey.position.z += .01 global t t += .5 monkey.rotation.y = t for cam in camera.cameras: cam.uniforms['projection_matrix'] = cam.projection_matrix
Example #7
Source File: policy.py From marl_transfer with MIT License | 5 votes |
def key_release(self, k, mod): if k==key.LEFT: self.move[0] = False if k==key.RIGHT: self.move[1] = False if k==key.UP: self.move[2] = False if k==key.DOWN: self.move[3] = False
Example #8
Source File: policy.py From marl_transfer with MIT License | 5 votes |
def key_press(self, k, mod): if k==key.LEFT: self.move[0] = True if k==key.RIGHT: self.move[1] = True if k==key.UP: self.move[2] = True if k==key.DOWN: self.move[3] = True
Example #9
Source File: car_racing.py From DQN-DDPG_Stock_Trading with MIT License | 5 votes |
def key_release(k, mod): if k==key.LEFT and a[0]==-1.0: a[0] = 0 if k==key.RIGHT and a[0]==+1.0: a[0] = 0 if k==key.UP: a[1] = 0 if k==key.DOWN: a[2] = 0
Example #10
Source File: car_racing.py From DQN-DDPG_Stock_Trading with MIT License | 5 votes |
def key_press(k, mod): global restart if k==0xff0d: restart = True if k==key.LEFT: a[0] = -1.0 if k==key.RIGHT: a[0] = +1.0 if k==key.UP: a[1] = +1.0 if k==key.DOWN: a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
Example #11
Source File: player_agent.py From playground with Apache License 2.0 | 5 votes |
def __init__(self, character=characters.Bomber, agent_control='arrows'): super(PlayerAgent, self).__init__(character) ## # @NOTE: DO NOT move this import outside the constructor. It will # not work in headless environments like a Docker container # and prevents Pommerman from running. # from pyglet.window import key controls = { 'arrows': { key.UP: 1, key.DOWN: 2, key.LEFT: 3, key.RIGHT: 4, key.SPACE: 5, key.M: 6 # In Pommerman, this will freeze the game. }, 'wasd': { key.W: 1, key.S: 2, key.A: 3, key.D: 4, key.E: 5, key.Q: 6 # In Pommerman, this will freeze the game. } } assert agent_control in controls, "Unknown control: {}".format( agent_control) self._key2act = controls[agent_control] self._action_q = [] self._keystate = {}
Example #12
Source File: policy.py From multiagent-gail with MIT License | 5 votes |
def key_release(self, k, mod): if k==key.LEFT: self.move[0] = False if k==key.RIGHT: self.move[1] = False if k==key.UP: self.move[2] = False if k==key.DOWN: self.move[3] = False
Example #13
Source File: policy.py From multiagent-gail with MIT License | 5 votes |
def key_press(self, k, mod): if k==key.LEFT: self.move[0] = True if k==key.RIGHT: self.move[1] = True if k==key.UP: self.move[2] = True if k==key.DOWN: self.move[3] = True
Example #14
Source File: policy.py From malib with MIT License | 5 votes |
def key_release(self, k, mod): if k == key.LEFT: self.move[0] = False if k == key.RIGHT: self.move[1] = False if k == key.UP: self.move[2] = False if k == key.DOWN: self.move[3] = False
Example #15
Source File: policy.py From malib with MIT License | 5 votes |
def key_press(self, k, mod): if k == key.LEFT: self.move[0] = True if k == key.RIGHT: self.move[1] = True if k == key.UP: self.move[2] = True if k == key.DOWN: self.move[3] = True
Example #16
Source File: test_window_settings.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_key_press(self, symbol, modifiers): x, y = self.w.get_location() if symbol == key.LEFT: x -= 10 if symbol == key.RIGHT: x += 10 if symbol == key.UP: y -= 10 if symbol == key.DOWN: y += 10 self.w.set_location(x, y) print('Window location set to %dx%d.' % (x, y)) print('Window location now: %dx%d.' % self.w.get_location()) self.assertSequenceEqual((x, y), self.w.get_location())
Example #17
Source File: astraea.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_key_press(self, symbol, modifiers): if symbol == key.DOWN: self.selected_index += 1 elif symbol == key.UP: self.selected_index -= 1 self.selected_index = min(max(self.selected_index, 0), len(self.items) - 1) if symbol in (key.DOWN, key.UP) and enable_sound: bullet_sound.play()
Example #18
Source File: player.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_key_release(self, symbol, modifiers): if symbol == key.UP: self.keys['up'] = False elif symbol == key.LEFT: self.keys['left'] = False elif symbol == key.RIGHT: self.keys['right'] = False
Example #19
Source File: player.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_key_press(self, symbol, modifiers): if symbol == key.UP: self.keys['up'] = True elif symbol == key.LEFT: self.keys['left'] = True elif symbol == key.RIGHT: self.keys['right'] = True
Example #20
Source File: car_racing.py From DRL_DeliveryDuel with MIT License | 5 votes |
def key_press(k, mod): global restart if k==0xff0d: restart = True if k==key.LEFT: a[0] = -1.0 if k==key.RIGHT: a[0] = +1.0 if k==key.UP: a[1] = +1.0 if k==key.DOWN: a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
Example #21
Source File: car_racing.py From DRL_DeliveryDuel with MIT License | 5 votes |
def key_release(k, mod): if k==key.LEFT and a[0]==-1.0: a[0] = 0 if k==key.RIGHT and a[0]==+1.0: a[0] = 0 if k==key.UP: a[1] = 0 if k==key.DOWN: a[2] = 0
Example #22
Source File: car_racing.py From ia-course with MIT License | 5 votes |
def key_release(k, mod): if k==key.LEFT and a[0]==-1.0: a[0] = 0 if k==key.RIGHT and a[0]==+1.0: a[0] = 0 if k==key.UP: a[1] = 0 if k==key.DOWN: a[2] = 0
Example #23
Source File: car_racing.py From ia-course with MIT License | 5 votes |
def key_press(k, mod): global restart if k==0xff0d: restart = True if k==key.LEFT: a[0] = -1.0 if k==key.RIGHT: a[0] = +1.0 if k==key.UP: a[1] = +1.0 if k==key.DOWN: a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
Example #24
Source File: WINDOW_SET_LOCATION.py From flappy-bird-py with GNU General Public License v2.0 | 5 votes |
def on_key_press(self, symbol, modifiers): x, y = self.w.get_location() if symbol == key.LEFT: x -= 10 if symbol == key.RIGHT: x += 10 if symbol == key.UP: y -= 10 if symbol == key.DOWN: y += 10 self.w.set_location(x, y) print 'Window location set to %dx%d.' % (x, y)
Example #25
Source File: astraea.py From flappy-bird-py with GNU General Public License v2.0 | 5 votes |
def on_key_press(self, symbol, modifiers): if symbol == key.DOWN: self.selected_index += 1 elif symbol == key.UP: self.selected_index -= 1 else: self.items[self.selected_index].on_key_press(symbol, modifiers) self.selected_index = min(max(self.selected_index, 0), len(self.items) - 1) if symbol in (key.DOWN, key.UP) and enable_sound: bullet_sound.play()
Example #26
Source File: manual_control.py From gym-miniworld with Apache License 2.0 | 5 votes |
def on_key_press(symbol, modifiers): """ This handler processes keyboard commands that control the simulation """ if symbol == key.BACKSPACE or symbol == key.SLASH: print('RESET') env.reset() env.render('pyglet', view=view_mode) return if symbol == key.ESCAPE: env.close() sys.exit(0) if symbol == key.UP: step(env.actions.move_forward) elif symbol == key.DOWN: step(env.actions.move_back) elif symbol == key.LEFT: step(env.actions.turn_left) elif symbol == key.RIGHT: step(env.actions.turn_right) elif symbol == key.PAGEUP or symbol == key.P: step(env.actions.pickup) elif symbol == key.PAGEDOWN or symbol == key.D: step(env.actions.drop) elif symbol == key.ENTER: step(env.actions.done)
Example #27
Source File: car_racing.py From world_models with MIT License | 5 votes |
def key_release(k, mod): if k==key.LEFT and a[0]==-1.0: a[0] = 0 if k==key.RIGHT and a[0]==+1.0: a[0] = 0 if k==key.UP: a[1] = 0 if k==key.DOWN: a[2] = 0
Example #28
Source File: car_racing.py From world_models with MIT License | 5 votes |
def key_press(k, mod): global restart if k==0xff0d: restart = True if k==key.LEFT: a[0] = -1.0 if k==key.RIGHT: a[0] = +1.0 if k==key.UP: a[1] = +1.0 if k==key.DOWN: a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
Example #29
Source File: policy.py From multiagent-particle-envs with MIT License | 5 votes |
def key_release(self, k, mod): if k==key.LEFT: self.move[0] = False if k==key.RIGHT: self.move[1] = False if k==key.UP: self.move[2] = False if k==key.DOWN: self.move[3] = False
Example #30
Source File: policy.py From multiagent-particle-envs with MIT License | 5 votes |
def key_press(self, k, mod): if k==key.LEFT: self.move[0] = True if k==key.RIGHT: self.move[1] = True if k==key.UP: self.move[2] = True if k==key.DOWN: self.move[3] = True