Python pyglet.window.key.S Examples

The following are 10 code examples of pyglet.window.key.S(). 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 pyglet.window.key , or try the search function .
Example #1
Source File: WINDOW_MULTISAMPLE.py    From flappy-bird-py with GNU General Public License v2.0 6 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        mod = 1
        if modifiers & key.MOD_SHIFT:
            mod = -1

        if symbol == key.M:
            self.multisample = not self.multisample
            self.set_window()
        if symbol == key.S:
            self.samples += 2 * mod
            self.samples = max(2, self.samples)
            self.set_window()

        # Another test: try enabling/disabling GL_MULTISAMPLE_ARB...
        # seems to have no effect if samples > 4.
        if symbol == key.N:
            self.soft_multisample = not self.soft_multisample
            if self.soft_multisample:
                print 'Enabling GL_MULTISAMPLE_ARB'
                glEnable(GL_MULTISAMPLE_ARB)
            else:
                print 'Disabling GL_MULTISAMPLE_ARB'
                glDisable(GL_MULTISAMPLE_ARB) 
Example #2
Source File: test_window_multisample.py    From pyglet with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        mod = 1
        if modifiers & key.MOD_SHIFT:
            mod = -1

        if symbol == key.M:
            self.multisample = not self.multisample
            self.set_window()
        if symbol == key.S:
            self.samples += 2 * mod
            self.samples = max(2, self.samples)
            self.set_window()

        # Another test: try enabling/disabling GL_MULTISAMPLE_ARB...
        # seems to have no effect if samples > 4.
        if symbol == key.N:
            self.soft_multisample = not self.soft_multisample
            if self.soft_multisample:
                print('Enabling GL_MULTISAMPLE_ARB')
                glEnable(GL_MULTISAMPLE_ARB)
            else:
                print('Disabling GL_MULTISAMPLE_ARB')
                glDisable(GL_MULTISAMPLE_ARB) 
Example #3
Source File: fractal3d.py    From pywonderland with MIT License 5 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        """Keyboard interface.
        """
        if symbol == key.ENTER:
            self.save_screenshot()

        if symbol == key.ESCAPE:
            pyglet.app.exit()

        if symbol == key.S and (modifiers & key.LCTRL):
            scene_file = load()
            self.shader = Shader(["./glsl/fractal3d.vert"], [scene_file])
            self.init_shader() 
Example #4
Source File: main.py    From pywonderland with MIT License 5 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        """
        Keyboard interface.
        """
        if symbol == key.ENTER:
            self.save_screenshot()

        if symbol == key.ESCAPE:
            pyglet.app.exit()

        if symbol == key.SPACE:
            self.clear_blank_window()

        if symbol == key.P:
            self.use_random_palette()

        if symbol == key.S and not modifiers:
            self.use_next_species()

        if symbol == key.S and (modifiers & key.LCTRL):
            self.save_config()

        if symbol == key.O and (modifiers & key.LCTRL):
            self.require_config_input()

        if symbol == key.V and (modifiers & key.LCTRL):
            self.switch_video() 
Example #5
Source File: renderfield.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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: event_loop.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def test_question_skip(event_loop):
    event_loop.create_window()
    event_loop.ask_question('Please press S to skip the rest of this test.')
    pytest.fail('You should have pressed S') 
Example #7
Source File: player_agent.py    From playground with Apache License 2.0 5 votes vote down vote up
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 vote down vote up
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 vote down vote up
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 #10
Source File: scenes.py    From TerraCraft with GNU General Public License v3.0 4 votes vote down vote up
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')