Python pyglet.window.key.D Examples
The following are 5
code examples of pyglet.window.key.D().
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Example #1
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 #2
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 #3
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 #4
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 #5
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')