我们从Python开源项目中,提取了以下5个代码示例,用于说明如何使用pygame.K_h()。
def run(self): # Setup for event in pygame.event.get(): if (event.type == pygame.QUIT): return (False, '', None) if (event.type == pygame.KEYDOWN): if (event.key == pygame.K_UP and not self.dino.is_jumping()): self.dino.set_movement(8) self.dino.set_jumping(True) if (event.key == pygame.K_DOWN): self.dino.set_movement(-5) if (event.key == pygame.K_h): if self.dino.get_coins() > 4: self.dino.set_coins(self.dino.get_coins() - 5) self.powers.append(power(self.dino.get_position())) # Movement self.move_all_objects() # Enemies if (self.enemy.check_hitted(self.dino) and not self.enemy.get_hitted()): del self.enemy self.enemy = enemy(self.screen_size, self.ground_limit) self.dino.set_lives(1, type='decrement') if (not self.dino.get_lives()): return(True, 'game_over', None) # Prize self.check_prize_hitted() # Objects to show objects_to_show = {} objects_to_show['lives'] = self.dino.get_lives() objects_to_show['coins'] = self.dino.get_coins() objects_to_show['power'] = self.powers objects_to_show['char'] = self.dino objects_to_show['enemy'] = self.enemy objects_to_show['prize'] = self.prize self.clock.tick(self.difficulty * 60) return (True, 'match_running', objects_to_show)
def Refresh(self,screen): self.UpdateChangeScale() #check if user clicked to change scale self.CalcGraph() total_surface = pygame.surface.Surface((self.widthTotal,self.height)) total_surface.blit( self.GetGraphSurface() , (0,0)) total_surface.blit( self.GetListSurface () , (self.widthA,0)) #self.BlitMaxMin( total_surface ) screen.blit(total_surface,(self.x,self.y)) for x in range(len(self.variables)): self.reference[self.variables[x]].show_item.UpdatePosition() self.reference[self.variables[x]].show_item.Refresh(screen) for x in range(len(self.variables)): if not self.reference[ self.variables[x] ].GetEnabled(): continue if self.playing: last_value = self.reference[ self.variables[x] ].last_value else: last_value = self.reference[self.variables[x]].hold_value surface = pygame.surface.Surface((40,20)) surface.fill((255,255,255)) AddBorder(surface) textValue = fonts.adamCG[str(15)].render( GetValueName( last_value ),1,(0,0,0)) BlitInCenter(surface,textValue) #print self.GetRelPos(x) screen.blit(surface , (self.x + self.widthA - 20 , self.y + self.GetRelPos(x) - 5 )) self.holdSelector.Refresh(screen) if self.holdSelector.GetSelected() == "Release": self.Release() elif self.holdSelector.GetSelected() == "Hold": self.Hold() if pygame.key.get_pressed()[pygame.K_h]: self.Hold() if pygame.key.get_pressed()[pygame.K_r]: self.Release() if self.drawMark: screen.blit(self.drawMark,(self.x + self.drawMarkX,self.y + self.drawMarkY))
def check_keydown_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_SPACE: self.fire_bullet() elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_h: self.display_help()