Python pygame.K_t() Examples
The following are 3
code examples of pygame.K_t().
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Example #1
Source File: manual-control-pygame.py From DJITelloPy with MIT License | 6 votes |
def keyup(self, key): """ Update velocities based on key released Arguments: key: pygame key """ if key == pygame.K_UP or key == pygame.K_DOWN: # set zero forward/backward velocity self.for_back_velocity = 0 elif key == pygame.K_LEFT or key == pygame.K_RIGHT: # set zero left/right velocity self.left_right_velocity = 0 elif key == pygame.K_w or key == pygame.K_s: # set zero up/down velocity self.up_down_velocity = 0 elif key == pygame.K_a or key == pygame.K_d: # set zero yaw velocity self.yaw_velocity = 0 elif key == pygame.K_t: # takeoff self.tello.takeoff() self.send_rc_control = True elif key == pygame.K_l: # land not self.tello.land() self.send_rc_control = False
Example #2
Source File: main_screen.py From launcher with GNU General Public License v3.0 | 5 votes |
def KeyDown(self,event): """ if event.key == pygame.K_PAGEUP: self.EasingAllPageLeft() #self.SwapAndShow() if event.key == pygame.K_PAGEDOWN: self.EasingAllPageRight() #self.SwapAndShow() """ if event.key == pygame.K_t: self.DrawRun() self.SwapAndShow() """ if event.key == CurKeys["Space"]: self._CounterScreen.Draw() self._CounterScreen.SwapAndShow() self._CounterScreen.StartCounter() """ ## leave rest to Pages current_page_key_down_cb = getattr(self._CurrentPage,"KeyDown",None) if current_page_key_down_cb != None: if callable( current_page_key_down_cb ): self._CurrentPage.KeyDown(event) self._LastKey = event.key
Example #3
Source File: FirstPersonController.py From three.py with MIT License | 5 votes |
def __init__(self, input, target): super().__init__() self.input = input self.target = target # forward vector stays level with horizontal plane self.forward = np.array( [0, 0, -1] ) # up vector is constant self.up = np.array( [0,1,0] ) # recalculate right vector whenever forward vector changes self.right = np.cross( self.forward, self.up ) # control rate of movement self.deltaTime = 1.0/60.0 # TODO: get actual number from input? self.unitsPerSecond = 1 self.moveAmount = self.unitsPerSecond * self.deltaTime self.degreesPerSecond = 60 self.turnAmount = self.degreesPerSecond * (3.1415926 / 180) * self.deltaTime # customizable key mappings # standard controls (WASDRF, QETG) self.KEY_MOVE_FORWARDS = pygame.K_w self.KEY_MOVE_BACKWARDS = pygame.K_s self.KEY_MOVE_LEFT = pygame.K_a self.KEY_MOVE_RIGHT = pygame.K_d self.KEY_MOVE_UP = pygame.K_r self.KEY_MOVE_DOWN = pygame.K_f self.KEY_TURN_LEFT = pygame.K_q self.KEY_TURN_RIGHT = pygame.K_e self.KEY_LOOK_UP = pygame.K_t self.KEY_LOOK_DOWN = pygame.K_g