def on_press(key): # start_stop_key will stop clicking # if running flag is set to true if key == start_stop_key: if click_thread.running: click_thread.stop_clicking() else: click_thread.start_clicking() # here exit method is called and when # key is pressed it terminates auto c...
run_forever() except KeyboardInterrupt: print(f'[{now()}] [main] The Ctr+C key combination is pressed!') loop.stop() # 关闭事件循环,只有 loop 为停止状态才允许执行 loop.close() 其中,ensure_future 将返回一个封装了 my_func() 协程对象的 Task 实例,并且该协程将通过 ensure_future 加入执行...
# start_stop_key will stop clicking # if running flag is set to true if key == start_stop_key: if click_thread.running: click_thread.stop_clicking() else: click_thread.start_clicking() # here exit method is called and when # key is pressed it terminates auto clicker elif key == s...
elif event.type == KEYDOWN: # Handle key presses keyPressed = True if event.key == K_LEFT: playerMoveTo = LEFT elif event.key == K_RIGHT: playerMoveTo = RIGHT elif event.key == K_UP: playerMoveTo = UP elif event.key == K_DOWN: playerMoveTo = DOWN # Set the camera move ...
loop.run_forever() # 运行事件循环 main 函数在这里阻塞,直到服务器的控制台中按CTRL-C 键 except KeyboardInterrupt: # CTRL+C pressed pass print('Server shutting down.') server.close() # server.wait_closed返回一个 future # 调用loop.run_until_complete 方法,运行 future ...
format(host)) # <5> try: loop.run_forever() # <6> except KeyboardInterrupt: # CTRL+C pressed pass print('Server shutting down.') server.close() # <7> loop.run_until_complete(server.wait_closed()) # <8> loop.close() # <9> if __name__ == '__main__': main(*sys.argv[...
while True: # making a loop try: # used try so that if user pressed other than the given key error will not be shown if keyboard.is_pressed('q'): # if key 'q' is pressed print('You Pressed A Key!') break # finishing the loop ...
处理任何键盘动作的最基本方法是使用pygame.key get_pressed函数。这个方法非常强大,因为它为所有键盘常量分配布尔值,要么是True,要么是False。我们可以通过使用if条件来检查:键盘常量的值是True还是False?如果是True,显然是有键被按下了。get_pressed方法调用返回一个键常量的字典,字典的键是键盘的键常量,字典的值是...
image. levelIsComplete = True keyPressed = False如果playerMoveTo 变量不再设置为 None,那么我们知道玩家打算移动。对 makeMove() 的调用处理了改变 gameStateObj 中玩家位置的 XY 坐标,以及推动任何星星。makeMove() 的返回值存储在 moved 中。如果这个值是 True,那么玩家角色就朝那个方向移动了。如果值是 ...
format(host)) # 在控制台中显示地址和端口 try: loop.run_forever() # 运行事件循环 main 函数在这里阻塞,直到服务器的控制台中按CTRL-C 键except KeyboardInterrupt: # CTRL+C pressed pass print('Server shutting down.') server.close() # server.wait_closed返回一个 future # 调用loop.run_until_...