Python pyglet.window.key.RIGHT Examples

The following are 30 code examples of pyglet.window.key.RIGHT(). 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: interactive_game.py    From safelife with Apache License 2.0 6 votes vote down vote up
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: __init__.py    From flappy-bird-py with GNU General Public License v2.0 6 votes vote down vote up
def _get_mouse_button_and_modifiers(ev):
        button = EventMouseButton()
        carbon.GetEventParameter(ev, kEventParamMouseButton,
            typeMouseButton, c_void_p(), sizeof(button), c_void_p(),
            byref(button))

        if button.value == 1:
            button = mouse.LEFT
        elif button.value == 2:
            button = mouse.RIGHT
        elif button.value == 3:
            button = mouse.MIDDLE
        else:
            button = None

        modifiers = c_uint32()
        carbon.GetEventParameter(ev, kEventParamKeyModifiers,
            typeUInt32, c_void_p(), sizeof(modifiers), c_void_p(),
            byref(modifiers))

        return button, CarbonWindow._map_modifiers(modifiers.value) 
Example #3
Source File: player.py    From learning-python with MIT License 6 votes vote down vote up
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 vote down vote up
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 pyglet with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
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: __init__.py    From flappy-bird-py with GNU General Public License v2.0 6 votes vote down vote up
def _get_mouse_button_and_modifiers(ev):
        button = EventMouseButton()
        carbon.GetEventParameter(ev, kEventParamMouseButton,
            typeMouseButton, c_void_p(), sizeof(button), c_void_p(),
            byref(button))

        if button.value == 1:
            button = mouse.LEFT
        elif button.value == 2:
            button = mouse.RIGHT
        elif button.value == 3:
            button = mouse.MIDDLE
        else:
            button = None

        modifiers = c_uint32()
        carbon.GetEventParameter(ev, kEventParamKeyModifiers,
            typeUInt32, c_void_p(), sizeof(modifiers), c_void_p(),
            byref(modifiers))

        return button, CarbonWindow._map_modifiers(modifiers.value) 
Example #7
Source File: player.py    From pyglet with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
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 #8
Source File: car_racing.py    From ia-course with MIT License 5 votes vote down vote up
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 #9
Source File: policy.py    From marl_transfer with MIT License 5 votes vote down vote up
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 #10
Source File: car_racing.py    From ia-course with MIT License 5 votes vote down vote up
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 #11
Source File: player.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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 #12
Source File: player.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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 #13
Source File: astraea.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def on_key_release(self, symbol, modifiers):
        if symbol == key.LEFT or symbol == key.RIGHT:
            self.value = not self.value
            self.text.text = self.get_label()
            self.toggle_func(self.value)
            if enable_sound:
                bullet_sound.play() 
Example #14
Source File: astraea.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def on_key_release(self, symbol, modifiers):
        global difficulty
        if symbol == key.LEFT:
            difficulty -= 1
        elif symbol == key.RIGHT:
            difficulty += 1
        difficulty = min(max(difficulty, 0), MAX_DIFFICULTY)
        self.text.text = self.get_label()

        if symbol in (key.LEFT, key.RIGHT) and enable_sound:
            bullet_sound.play() 
Example #15
Source File: media_player.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        if symbol == key.SPACE:
            self.on_play_pause()
        elif symbol == key.ESCAPE:
            self.dispatch_event('on_close')
        elif symbol == key.LEFT:
            self.player.seek(0)
        elif symbol == key.RIGHT:
            self.player.next_source() 
Example #16
Source File: test_window_settings.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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: test_window_settings.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        names = [
            self.w.CURSOR_DEFAULT,
            self.w.CURSOR_CROSSHAIR,
            self.w.CURSOR_HAND,
            self.w.CURSOR_HELP,
            self.w.CURSOR_NO,
            self.w.CURSOR_SIZE,
            self.w.CURSOR_SIZE_UP,
            self.w.CURSOR_SIZE_UP_RIGHT,
            self.w.CURSOR_SIZE_RIGHT,
            self.w.CURSOR_SIZE_DOWN_RIGHT,
            self.w.CURSOR_SIZE_DOWN,
            self.w.CURSOR_SIZE_DOWN_LEFT,
            self.w.CURSOR_SIZE_LEFT,
            self.w.CURSOR_SIZE_UP_LEFT,
            self.w.CURSOR_SIZE_UP_DOWN,
            self.w.CURSOR_SIZE_LEFT_RIGHT,
            self.w.CURSOR_TEXT,
            self.w.CURSOR_WAIT,
            self.w.CURSOR_WAIT_ARROW,
        ]
        if symbol == key.ESCAPE:
            self.w.on_close()
        if symbol == key.RIGHT:
            self.i = (self.i + 1) % len(names)
        elif symbol == key.LEFT:
            self.i = (self.i - 1) % len(names)
        cursor = self.w.get_system_mouse_cursor(names[self.i])
        self.w.set_mouse_cursor(cursor)
        print('Set cursor to "%s"' % names[self.i])

        return True 
Example #18
Source File: __init__.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def _event_rbuttondown(self, msg, wParam, lParam):
        return self._event_mousebutton(
            'on_mouse_press', mouse.RIGHT, lParam) 
Example #19
Source File: __init__.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def _event_rbuttonup(self, msg, wParam, lParam):
        return self._event_mousebutton(
            'on_mouse_release', mouse.RIGHT, lParam) 
Example #20
Source File: __init__.py    From pyglet with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def _event_motionnotify(self, ev):
        # Window motion looks for drags that are outside the view but within
        # the window.
        buttons = 0
        if ev.xmotion.state & xlib.Button1MotionMask:
            buttons |= mouse.LEFT
        if ev.xmotion.state & xlib.Button2MotionMask:
            buttons |= mouse.MIDDLE
        if ev.xmotion.state & xlib.Button3MotionMask:
            buttons |= mouse.RIGHT

        if buttons:
            # Drag event
            x = ev.xmotion.x - self._view_x
            y = self._height - (ev.xmotion.y - self._view_y)

            if self._mouse_in_window:
                dx = x - self._mouse_x
                dy = y - self._mouse_y
            else:
                dx = dy = 0
            self._mouse_x = x
            self._mouse_y = y

            modifiers = self._translate_modifiers(ev.xmotion.state)
            self.dispatch_event('on_mouse_drag', x, y, dx, dy, buttons, modifiers) 
Example #21
Source File: policy.py    From malib with MIT License 5 votes vote down vote up
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 #22
Source File: policy.py    From malib with MIT License 5 votes vote down vote up
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 #23
Source File: policy.py    From multiagent-gail with MIT License 5 votes vote down vote up
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 #24
Source File: policy.py    From multiagent-gail with MIT License 5 votes vote down vote up
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 #25
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 #26
Source File: car_racing.py    From DQN-DDPG_Stock_Trading with MIT License 5 votes vote down vote up
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 #27
Source File: car_racing.py    From DQN-DDPG_Stock_Trading with MIT License 5 votes vote down vote up
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: policy.py    From marl_transfer with MIT License 5 votes vote down vote up
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 #29
Source File: tutorial2.py    From ratcave with MIT License 5 votes vote down vote up
def move_camera(dt):
    camera_speed = 3
    if keys[key.LEFT]:
        scene.camera.position.x -= camera_speed * dt
    if keys[key.RIGHT]:
        scene.camera.position.x += camera_speed * dt 
Example #30
Source File: astraea.py    From flappy-bird-py with GNU General Public License v2.0 5 votes vote down vote up
def on_key_press(self, symbol, modifiers):
        if symbol == key.LEFT or symbol == key.RIGHT:
            self.value = not self.value
            self.text.text = self.get_label()
            self.toggle_func(self.value)
            if enable_sound:
                bullet_sound.play()