# k.release_key('H') # or you can 'tap' a key which does both # k.tap_key('e') # note that that tap_key does support a way of repeating keystrokes with a interval time between each # k.tap_key('l',n=2,interval=5) # and you can send a string if needed too # k.type_string('o World!') # k.tap_key('1') # k.tap_key('a') # k.tap_key(k.windows_l_key) # x, y = m.position() # m.move(x+300, y) nb = psmove.psmove_count_connected() print("Nb moves connected : " + str(nb)) move = psmove.PSMove() tracker = psmove.PSMoveTracker() tracker.set_mirror(True) # Calibrate the controller with the tracker result = -1 while result != psmove.Tracker_CALIBRATED: print 'Trying to calibrate...' result = tracker.enable(move) auto_update_leds = tracker.get_auto_update_leds(move) print 'Auto-update LEDs is', ('enabled' if auto_update_leds else 'disabled')
import sys import os sys.path.insert(0, os.path.join(os.path.dirname(__file__), '..', 'build')) import pygame from pygame.locals import * import psmove import time import math import random m1 = psmove.PSMove(0) if psmove.psmove_count_connected() > 1: m2 = psmove.PSMove(1) pygame.init() screen = pygame.display.set_mode((1, 1)) pygame.display.set_caption('Pygame Caption') pygame.mouse.set_visible(0) r = random.randint(0, 255) g = random.randint(0, 255) b = random.randint(0, 255) r2 = r g2 = g b2 = b done = False rumble = False step_m = 1 step = 0.005 changeU = False