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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)
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
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
7 def check_keydown_events(event, ai_settings, screen, ship, bullets): 8 """Respond to keypresses.""" 9 if event.key == pygame.K_RIGHT: 10 ship.moving_right = True 11 elif event.key == pygame.K_LEFT: 12 ship.moving_left = True 13 elif event.key == pygame.K_SPACE: 14 fire_bullet(ai_settings, screen, ship, bullets)
231 def 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])
116 def on_keydown(self, keyname): 117 self.marker('Response/Button Press/Keyboard/%s' % keyname) 118 if self.callbacks_connected: 119 self.keydown_mastercallback(keyname)
4 def quit_or_esc() -> bool: 5 """ 6 Check if the quit event is triggered or the ESC key is pressed. 7 """ 8 for event in pygame.event.get(): 9 if event.type == pygame.QUIT or \ 10 (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): 11 return True 12 return False
158 def keyPressed(self, key, char): 159 if self.active: 160 self.active = self.enemyStats.keyPressed(key) 161 else: 162 self.menu.keyPressed(key) 163 164 #close the menu scene 165 if key == Input.BButton: 166 self.engine.viewport.changeScene("MenuSystem")
426 def handle_key(self, k): 427 level_state = self.game_state.level 428 if k == 'CANCEL': 429 return 430 431 if k not in KEYS_TO_DIRECTIONS: 432 self.logger.log("Invalid direction") 433 return 434 435 delta = KEYS_TO_DIRECTIONS[k] 436 if action_close(level_state, level_state.player, level_state.player.position + delta): 437 self.logger.log("You closed the door.") 438 else: 439 self.logger.log("There is no door there.")
589 def OnKeyDown(self, event): 590 code = event.GetKeyCode() 591 if self.eskip: 592 self.eskip = False 593 else: 594 self.eskip = True 595 handler = self.bindings.get(code) 596 if handler is not None: 597 handler() 598 elif self.event_cb is not None: 599 pars = {'type': EEventKeyDown, 'keycode': code, 'scancode': code, 'modifiers': 0} 600 self.event_cb(pars) 601 pars = {'type': EEventKey, 'keycode': code, 'scancode': code, 'modifiers': 0} 602 self.event_cb(pars) 603 event.Skip()