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122 def on_key_press(self, key, modifiers): 123 """ 124 Called whenever the mouse moves. 125 """ 126 if key == arcade.key.UP: 127 self.player.change_y = MOVEMENT_SPEED 128 elif key == arcade.key.DOWN: 129 self.player.change_y = -MOVEMENT_SPEED 130 elif key == arcade.key.LEFT: 131 self.player.change_x = -MOVEMENT_SPEED 132 elif key == arcade.key.RIGHT: 133 self.player.change_x = MOVEMENT_SPEED
146 def 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)
68 def on_key_press(self, key, modifiers): 69 """Called whenever a key is pressed. """ 70 if key == arcade.key.F: 71 # User hits f. Flip between full and not full screen. 72 self.is_full_screen = not self.is_full_screen 73 self.set_fullscreen(self.is_full_screen) 74 75 # Get the window coordinates. Match viewport to window coordinates 76 # so there is a one-to-one mapping. 77 width, height = self.get_size() 78 self.set_viewport(0, width, 0, height) 79 80 if key == arcade.key.S: 81 # User hits s. Flip between full and not full screen. 82 self.is_full_screen = not self.is_full_screen 83 self.set_fullscreen(self.is_full_screen) 84 85 # Instead of a one-to-one mapping, stretch/squash window to match the 86 # constants. This does NOT respect aspect ratio. You'd need to 87 # do a bit of math for that. 88 self.set_viewport(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT)
168 def key_handler_func(self, sourceType, sourceIndex, key, value): 169 if self.debug: 170 print("key="+str(key), pi3d.event.Event.code_to_key(key),"[",sourceIndex,"] =",value) 171 172 if DEFAULT_KEY_FORWARD == key: 173 self.is_forward_pressed = value > 0 174 175 elif DEFAULT_KEY_BACKWARD == key: 176 self.is_backward_pressed = value > 0 177 178 elif DEFAULT_KEY_STRAFE_RIGHT == key: 179 self.is_strafe_right_pressed = value > 0 180 181 elif DEFAULT_KEY_STRAFE_LEFT == key: 182 self.is_strafe_left_pressed = value > 0 183 184 185 elif ( (DEFAULT_KEY_ACTION == key) or (DEFAULT_JOYPAD_BUTTON_ACTION == key) or (DEFAULT_MOUSE_BUTTON_ACTION == key)): 186 if value == 0: 187 self.on_action_released() 188 elif value == 1: 189 self.on_action_pressed() 190 191 elif ( (DEFAULT_KEY_JUMP == key) or (DEFAULT_JOYPAD_BUTTON_JUMP == key) or (DEFAULT_MOUSE_BUTTON_JUMP == key)): 192 if value == 0: 193 self.on_jump_released() 194 elif value == 1: 195 self.on_jump_pressed() 196 197 elif DEFAULT_KEY_SCREENSHOT == key and value == 1: 198 pi3d.screenshot("vr_screenshot_"+str(self.screenshot_count)+".jpg") 199 self.screenshot_count += 1 200 201 elif DEFAULT_KEY_QUIT == key or DEFAULT_JOYPAD_BUTTON_QUIT == key: 202 self.stop()
85 def key_right(self): 86 self.PLAYER.PLAYER_POS[0] += self.movement 87 self.PLAYER.DIRECTION = 'r' 88 89 self.PLAYER.SPRITE_POS = pygame.image.load(r_images[self.counter]) 90 self.counter = (self.counter + 1) % len(r_images) 91 92 if self.PLAYER.TRANSFORM: 93 self.PLAYER.WOLF = pygame.image.load(wolf_r_images[self.wolf_counter_lr]) 94 self.wolf_counter_lr = (self.wolf_counter_lr + 1) % len(wolf_r_images)
81 def pressTest(self, key): 82 print( "-> Pressing " + key.upper() )
180 def handle_input(self): 181 try: 182 event = pygame.event.wait() 183 184 if event.type == QUIT: 185 self.exit_status = 0 186 self.running = False 187 188 elif event.type == KEYDOWN: 189 if event.key == K_ESCAPE: 190 self.exit_status = 0 191 self.running = False 192 else: 193 self.running = False 194 195 elif event.type == VIDEORESIZE: 196 init_screen(event.w, event.h) 197 self.dirty = True 198 199 except KeyboardInterrupt: 200 self.exit_status = 0 201 self.running = False
189 def on_key_release(self, key, modifiers): 190 """ 191 Called when the user releases a key. 192 """ 193 if key == arcade.key.UP or key == arcade.key.DOWN: 194 self.player.change_y = 0 195 elif key == arcade.key.LEFT or key == arcade.key.RIGHT: 196 self.player.change_x = 0
92 def 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 ) )
95 def 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