Python pyglet.window.key.A Examples
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code examples of pyglet.window.key.A().
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Example #1
Source File: events.py From learning-python with MIT License | 5 votes |
def on_key_press(symbol, modifiers): print("key %s was pressed" % symbol) if symbol == key.A: print('The "A" key was pressed.') elif symbol == key.LEFT: print('The left arrow key was pressed.') elif symbol == key.ENTER: print('The enter key was pressed.')
Example #2
Source File: events.py From flappy-bird-py with GNU General Public License v2.0 | 5 votes |
def on_key_press(symbol, modifiers): if symbol == key.A: print 'The "A" key was pressed.' elif symbol == key.LEFT: print 'The left arrow key was pressed.' elif symbol == key.ENTER: print 'The enter key was pressed.'
Example #3
Source File: events.py From flappy-bird-py with GNU General Public License v2.0 | 5 votes |
def on_key_press(symbol, modifiers): if symbol == key.A: print 'The "A" key was pressed.' elif symbol == key.LEFT: print 'The left arrow key was pressed.' elif symbol == key.ENTER: print 'The enter key was pressed.'
Example #4
Source File: events.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_key_press(symbol, modifiers): if symbol == key.A: print('The "A" key was pressed.') elif symbol == key.LEFT: print('The left arrow key was pressed.') elif symbol == key.ENTER: print('The enter key was pressed.')
Example #5
Source File: renderfield.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_key_press(symbol, modifiers): global enable_shader global enable_bidirectional global enable_antialias global enable_outline global enable_glow global outline_width global glow_width if symbol == key.S: enable_shader = not enable_shader elif symbol == key.B: enable_bidirectional = not enable_bidirectional elif symbol == key.A: enable_antialias = not enable_antialias elif symbol == key.O: enable_outline = not enable_outline enable_glow = False elif symbol == key.G: enable_glow = not enable_glow enable_outline = False elif symbol == key.PERIOD: if enable_glow: glow_width += 0.005 else: outline_width += 0.005 elif symbol == key.COMMA: if enable_glow: glow_width -= 0.005 else: outline_width -= 0.005 print('-' * 78) print('enable_shader', enable_shader) print('enable_bidirectional', enable_bidirectional) print('enable_antialias', enable_antialias) print('enable_outline', enable_outline) print('enable_glow', enable_glow) print('outline_width', outline_width)
Example #6
Source File: player_agent.py From playground with Apache License 2.0 | 5 votes |
def should_fire(self): if self.last_repeat_time is None: # The first repetition: if time() - self.keydown_time > REPEAT_DELAY: return True else: # A repetition after the first: if time() - self.last_repeat_time > REPEAT_INTERVAL: return True # No repetition yet return False
Example #7
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 #8
Source File: player.py From code-jam-5 with MIT License | 5 votes |
def update(self, dt): # Fall into water if there's too much under our feet if self.water_tiles >= 4: self.falling += FALL_RATE * dt # If we're on full land, climb back up if self.water_tiles == 0 and self.falling > 0: self.falling -= FALL_RATE * 2 * dt if self.falling: self.falling += FALL_RATE * dt self.update_size() if self.falling > FALL_MAX: self.game_over(fell=True) self.water_tiles = 0 self.previous_coordinates = (self.x, self.y) if keys[key.W]: self.y += dt * self.speed if keys[key.S]: self.y -= dt * self.speed if keys[key.A]: self.x -= dt * self.speed if keys[key.D]: self.x += dt * self.speed if self.firing: self.fire()
Example #9
Source File: scenes.py From TerraCraft with GNU General Public License v3.0 | 5 votes |
def play(self, source, position=(0, 0, 0)): """Play a sound effect on the next available channel :param source: A pyglet audio Source :param position: Optional spacial position for the sound. """ player = self.sfx_players[0] player.position = position player.queue(source=source) if not player.playing: player.play() else: player.next_source() self.sfx_players.rotate()
Example #10
Source File: scenes.py From TerraCraft with GNU General Public License v3.0 | 5 votes |
def play_music(self, source): """Play a music track, or switch to a new one. :param source: A pyglet audio Source """ self.music_player.queue(source=source) if not self.music_player.playing: self.music_player.play() else: self.music_player.next_source()
Example #11
Source File: scenes.py From TerraCraft with GNU General Public License v3.0 | 5 votes |
def update_shown_sectors(self, position, rotation): """Update shown sectors according to the actual frustum. A sector is a contiguous x, y sub-region of world. Sectors are used to speed up world rendering. """ sector = sectorize(position) if self.sector == sector: # The following computation is based on the actual sector # So if there is no changes on the sector, it have to display # The exact same thing return sectors_to_show = [] pad = int(FOG_END) // SECTOR_SIZE for dx in range(-pad, pad + 1): for dy in range(-pad, pad + 1): for dz in range(-pad, pad + 1): # Manathan distance dist = abs(dx) + abs(dy) + abs(dz) if dist > pad + pad // 2: # Skip sectors outside of the sphere of radius pad+1 continue x, y, z = sector sectors_to_show.append((dist, x + dx, y + dy, z + dz)) # Sort by distance to the player in order to # displayed closest sectors first sectors_to_show = sorted(sectors_to_show) sectors_to_show = [s[1:] for s in sectors_to_show] self.model.show_only_sectors(sectors_to_show)
Example #12
Source File: scenes.py From TerraCraft with GNU General Public License v3.0 | 5 votes |
def on_key_release(self, symbol, modifiers): """Event handler for the Window.on_key_release event. Called when the player releases a key. See pyglet docs for key mappings. Parameters ---------- symbol : int Number representing the key that was pressed. modifiers : int Number representing any modifying keys that were pressed. """ if symbol == key.W: self.strafe[0] += 1 elif symbol == key.S: self.strafe[0] -= 1 elif symbol == key.A: self.strafe[1] += 1 elif symbol == key.D: self.strafe[1] -= 1 elif symbol == key.SPACE: self.dy = 0 elif symbol == key.LCTRL: self.running = False elif symbol == key.LSHIFT: self.dy = 0 elif symbol == key.P: breakpoint()
Example #13
Source File: scenes.py From TerraCraft with GNU General Public License v3.0 | 4 votes |
def on_key_press(self, symbol, modifiers): """Event handler for the Window.on_key_press event. Called when the player presses a key. See pyglet docs for key mappings. Parameters ---------- symbol : int Number representing the key that was pressed. modifiers : int Number representing any modifying keys that were pressed. """ if symbol == key.W: self.strafe[0] -= 1 elif symbol == key.S: self.strafe[0] += 1 elif symbol == key.A: self.strafe[1] -= 1 elif symbol == key.D: self.strafe[1] += 1 elif symbol == key.SPACE: if self.flying: # Reduces vertical flying speed # 0.1 positive value that allows vertical flight up. self.dy = 0.1 * JUMP_SPEED elif self.dy == 0: self.dy = JUMP_SPEED self.audio.play(self.jump_sfx) elif symbol == key.LCTRL: self.running = True elif symbol == key.LSHIFT: if self.flying: # Reduces vertical flying speed # -0.1 negative value that allows vertical flight down. self.dy = -0.1 * JUMP_SPEED elif self.dy == 0: self.dy = JUMP_SPEED elif symbol == key.ESCAPE: self.set_exclusive_mouse(False) return pyglet.event.EVENT_HANDLED elif symbol == key.TAB: self.flying = not self.flying elif symbol == key.F1: self.scene_manager.change_scene("HelpScene") elif symbol == key.F2: self.toggleGui = not self.toggleGui elif symbol == key.F3: self.toggleLabel = not self.toggleLabel elif symbol == key.F5: self.scene_manager.save.save_world(self.model) elif symbol == key.F12: pyglet.image.get_buffer_manager().get_color_buffer().save('screenshot.png') elif symbol in self.num_keys: index = (symbol - self.num_keys[0]) % len(self.inventory) self.block = self.inventory[index] elif symbol == key.ENTER: self.scene_manager.change_scene('MenuScene')