10 examples of 'pygame enter key' in Python

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95def checkForKeyPress():
96 if len(pygame.event.get(QUIT)) > 0:
97 terminate()
98
99 keyUpEvents = pygame.event.get(KEYUP)
100 if len(keyUpEvents) == 0:
101 return None
102 if keyUpEvents[0].key == K_ESCAPE:
103 terminate()
104 return keyUpEvents[0].key
97def onPress(self):
98 if self.c.onEnter is not None:
99 self.c.onEnter()
81def pressTest(self, key):
82 print( "-> Pressing " + key.upper() )
146def key_down(self, key):
147 if key in self.map:
148 self.velocity = V2((3 / self.scale, 0) if key in self.map[:2] else (0, 3 / self.scale)).elementwise() * (
149 (self.map.index(key) not in (1, 2)) * 2 - 1)
44def _read_key(self):
45 ch = self.stdscr.getch()
46 if ch > 0 and ch != self.last_ch:
47 key = chr(ch)
48 if key in self.key2actions:
49 self.key2actions[key].func()
50 self.last_ch = ch
92def on_key_press(self, k, mod):
93 numbers = [key._1, key._2, key._3, key._4, key._5,
94 key._6, key._7, key._8, key._9, key._0 ]
95 if k == key.T:
96 # track if the user wants to translate origin to the current
97 # skeleton position
98 # if you run two walk left animations without translation
99 # you will see a player move left, go to the origin and move
100 # left again.
101 # if you use translation, the player will just move left twice
102 # as far
103 self.translate = not self.translate
104 if k == key.F:
105 # track if the user wants to run the animation normal or flipped
106 # if the animation is a guy walking left, when flipped it will
107 # walk right
108 self.flipped = not self.flipped
109 self.skin.flip()
110
111 if k in numbers:
112 # find which animation the user wants to run
113 n = numbers.index(k)
114 if n < len(self.anims):
115 # kill current animations
116 self.skin.stop()
117 anim = self.anims[n]
118 # if we want to run the animation flipped, we create
119 # the flipped version
120 if self.flipped:
121 anim = anim.flipped()
122 # we run the animation on the skin using the Animate action.
123 # remember that Animate is a cocos action, so you can do
124 # any action stuff you want with them.
125 # you just have to say which animation you want to use
126 # and what kind of translation
127 self.skin.do( Animate( anim , recenter_x=self.translate ) )
17def keypress(key):
18 #keyboard.press(key)
19 #keyboard.release(key)
20 os.system("xdotool key %s" % key)
231def handle_event(self, e):
232 """ Map a pygame event to nuklear input. """
233
234 if e.type == pygame.KEYDOWN or e.type == pygame.KEYUP:
235 consumed = False
236 down = e.type == pygame.KEYDOWN
237 for nk_key in NkPygame.KEYMAP.map_key(e.key, e.mod):
238 lib.nk_input_key(self.ctx, nk_key, down)
239 consumed = True
240 if not consumed and down and len(e.unicode) == 1:
241 # Note: should pass unicode directly, but need to
242 # convert wchar_t (which is what cffi converts to)
243 # to int or char[4]. wchar_t is 2 bytes on windows
244 # for utf-16
245 if unicodedata.category(e.unicode)[0] != "C":
246 char = str(e.unicode)
247 if len(char) == 1:
248 lib.nk_input_char(self.ctx, str(e.unicode))
249 elif e.type == pygame.MOUSEBUTTONDOWN or e.type == pygame.MOUSEBUTTONUP:
250 down = e.type == pygame.MOUSEBUTTONDOWN
251 button = lib.NK_BUTTON_LEFT
252 if e.button == 1:
253 button = lib.NK_BUTTON_LEFT
254 elif e.button == 3:
255 button = lib.NK_BUTTON_RIGHT
256 lib.nk_input_button(self.ctx, button, e.pos[0], e.pos[1], down)
257 elif e.type == pygame.MOUSEMOTION:
258 lib.nk_input_motion(self.ctx, e.pos[0], e.pos[1])
11def handle_keys(key, game_state):
12 if game_state == GameStates.PLAYERS_TURN:
13 return handle_player_turn_keys(key)
14 elif game_state == GameStates.PLAYER_DEAD:
15 return handle_player_dead_keys(key)
16 elif game_state == GameStates.TARGETING:
17 return handle_targeting_keys(key)
18 elif game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
19 return handle_inventory_keys(key)
20 elif game_state == GameStates.LEVEL_UP:
21 return handle_level_up_menu(key)
22 elif game_state == GameStates.CHARACTER_SCREEN:
23 return handle_character_screen(key)
24
25 return {}
14def handle_keys(key_event, game_state):
15 # logging.debug(f'Handling {key}')
16
17 # Inputs valid in all game states #
18 key = key_event.sym
19 mod = key_event.mod
20
21 # if key.vk == tcod.KEY_ENTER and key.lalt:
22 # # Alt+Enter: toggle full screen
23 # return {'fullscreen': True}
24 # elif key.vk == tcod.KEY_ESCAPE:
25 # # Exit the game
26 # return {'exit': True}
27 # elif chr(key.c) == keys_dict['manual'] and key.shift:
28 # return {'manual': True}
29 # elif chr(key.c) == keys_dict['debug'] and key.lalt:
30 # return {'debug': True}
31
32
33 # Game state specific inputs #
34 # if game_state in [GameState.PLAYERS_TURN, GameState.PLAYER_RESTING, GameState.CURSOR_ACTIVE, GameState.CURSOR_TARGETING]:
35 # return handle_player_turn_keys(key)
36 # elif game_state == GameState.PLAYER_DEAD:
37 # return handle_player_dead_keys(key)
38 # elif game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY, GameStates.SHOW_ITEM):
39 # return handle_menu_keys(key)
40 # elif game_state == GameStates.TARGETING:
41 # results = dict(handle_targeting_keys())
42
43 return {}

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