10 examples of 'pygame keydown' in Python

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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)
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
180def 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
7def 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)
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])
116def on_keydown(self, keyname):
117 self.marker('Response/Button Press/Keyboard/%s' % keyname)
118 if self.callbacks_connected:
119 self.keydown_mastercallback(keyname)
4def 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
158def 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")
426def 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.")
589def 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()

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