Every line of 'pygame.key.get_pressed' code snippets is scanned for vulnerabilities by our powerful machine learning engine that combs millions of open source libraries, ensuring your Python code is secure.
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
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)
81 def pressTest(self, key): 82 print( "-> Pressing " + key.upper() )
128 def _key_pressed(self, keycode): 129 movement_bindings = { 130 curses.KEY_UP: ( 1, 0), 131 curses.KEY_DOWN: (-1, 0), 132 curses.KEY_LEFT: ( 0, 1), 133 curses.KEY_RIGHT: ( 0, -1), 134 } 135 speed_bindings = { 136 ord(' '): (0, 0), 137 } 138 if keycode in movement_bindings: 139 acc = movement_bindings[keycode] 140 ok = False 141 if acc[0]: 142 linear = self._linear + acc[0] 143 if abs(linear) <= self._num_steps: 144 self._linear = linear 145 ok = True 146 if acc[1]: 147 angular = self._angular + acc[1] 148 if abs(angular) <= self._num_steps: 149 self._angular = angular 150 ok = True 151 if not ok: 152 self._interface.beep() 153 elif keycode in speed_bindings: 154 acc = speed_bindings[keycode] 155 # Note: bounds aren't enforced here! 156 if acc[0] is not None: 157 self._linear = acc[0] 158 if acc[1] is not None: 159 self._angular = acc[1] 160 161 elif keycode == ord('q'): 162 rospy.signal_shutdown('Bye') 163 else: 164 return False 165 166 return True
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 ) )
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)
164 def pressAndHold(*args): 165 ''' 166 press and hold. Do NOT release. 167 accepts as many arguments as you want. 168 e.g. pressAndHold('left_arrow', 'a','b'). 169 ''' 170 for i in args: 171 win32api.keybd_event(VK_CODE[i], 0, 0, 0) 172 time.sleep(.05)
91 @staticmethod 92 def joy_key(key, inlist=True, testmode=True): 93 """ 94 Create a pygame joy controller key event. 95 96 :param key: Key to press 97 :type key: bool 98 :param inlist: Return event in a list 99 :type inlist: bool 100 :param testmode: Key event is in test mode 101 :type testmode: bool 102 :return: Event 103 :rtype: pygame.event.Event 104 """ 105 event_obj = pygame.event.Event(pygame.JOYHATMOTION, 106 {'value': key, 107 'test': testmode 108 }) 109 if inlist: 110 event_obj = [event_obj] 111 return event_obj
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
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