Exemplo n.º 1
0
 def get_joystick(self):
     for _ in pygame.event.get():
         pass
     if not self.joysticks:
         return 0, 0, 0, 0
     joystick = self.joysticks[0]
     return joystick.get_axis(0), joystick.get_axis(1), \
         joystick.get_button(0), joystick.get_button(1)
Exemplo n.º 2
0
def checkJoystickButtons():
    buttonStates.fire = joystick.get_button(1)

    xAxis = joystick.get_axis(0)
    yAxis = joystick.get_axis(1)
    buttonStates.left = xAxis < -0.01
    buttonStates.right = xAxis > 0.01
    buttonStates.up = yAxis < -0.01
    buttonStates.down = yAxis > 0.01
Exemplo n.º 3
0
def dualshock_handler():
    joystick = Joystick(wii_joy_index)
    joystick.init()

    joy_x1 = joystick.get_axis(0)
    joy_y1 = joystick.get_axis(1)
    joy_x2 = joystick.get_axis(2)
    joy_y2 = joystick.get_axis(3)
    axes = [joy_x1, joy_y1, joy_x2, joy_y2]
    for axis in axes:
        print(axis)
Exemplo n.º 4
0
 def joystickcontrole(self):
     try:
         while self.ps3Connected:
             for event in pygame.event.get():
                 if event.type == QUIT:
                     self.quit_game()
                 if event.type == JOYBUTTONDOWN:
                     for i in range(self.knoppen):
                         # Haal de waarde van de knop op.
                         knop = joystick.get_button(i)
                         if knop == 1:
                             print("Knop:", i, "ingedrukt!")
                 if event.type == JOYAXISMOTION:
                     if event.dict['axis'] == 1:
                         for i in range(self.assen):
                             # Haal de waarde van de as op.
                             eenas = joystick.get_axis(i)
                             if eenas != 0:
                                 if i == 0: self.asrichting = 'X'
                                 if i == 1: self.asrichting = 'Y'
                                 if i == 2: self.asrichting = 'X'
                                 if i == 3: self.asrichting = 'Y'
                             print("AS", i, "waarde:", self.asrichting, eenas)
     except KeyboardInterrupt:
         pygame.quit()
Exemplo n.º 5
0
def get_joysticks(joystick_number=None):
    # Get the state of all the joystick
    joystick_count = pygame.joystick.get_count()
    return_joystick_status = {}
    if joystick_number is not None and joystick_count >= joystick_number:
        joystick = pygame.joystick.Joystick(joystick_number)
        joystick.init()
        return_joystick_status[str(joystick_number)] = {}

        joystick_hats = joystick.get_numhats()
        for hat in range(joystick_hats):
            return_joystick_status[str(joystick_number)][
                "hat " + str(hat)] = joystick.get_hat(hat)

        joystick_buttons = joystick.get_numbuttons()
        return_joystick_status[str(
            joystick_number)]["buttons"] = [0] * joystick_buttons
        for button in range(joystick_buttons):
            return_joystick_status[str(joystick_number)]["buttons"][
                button] = joystick.get_button(button)

        joystick_axes = joystick.get_numaxes()
        for axis in range(joystick_axes):
            return_joystick_status[str(joystick_number)][
                "axis " + str(axis)] = round(joystick.get_axis(axis), 3)
    elif joystick_number is None:
        for i in range(joystick_count):
            joystick = pygame.joystick.Joystick(i)
            joystick.init()
            return_joystick_status[str(i)] = {}

            joystick_hats = joystick.get_numhats()
            for hat in range(joystick_hats):
                return_joystick_status[str(i)][
                    "hat " + str(hat)] = joystick.get_hat(hat)

            joystick_buttons = joystick.get_numbuttons()
            return_joystick_status[str(i)]["buttons"] = [0] * joystick_buttons
            for button in range(joystick_buttons):
                return_joystick_status[str(
                    i)]["buttons"][button] = joystick.get_button(button)

            joystick_axes = joystick.get_numaxes()
            for axis in range(joystick_axes):
                return_joystick_status[str(i)]["axis " + str(axis)] = round(
                    joystick.get_axis(axis), 3)
    return return_joystick_status
Exemplo n.º 6
0
 def on_axis_motion(self, joystick, axis, value):
     # axis 1 = left stick Y
     # use the position of the left stick's Y axis as expression, but only if the stick is >90% from centre
     if axis == Axes.LY:
         vel = int(math.floor(((value + 1) / -2.0) * 127) + 127)
         if vel != self.expression and common.beyond_deadzone(
                 0.9, joystick.get_axis(Axes.LX), joystick.get_axis(
                     Axes.LY)):
             print("velocity " + str(vel))
             self.expression = vel
             self.outport.send(
                 mido.Message('control_change',
                              channel=3,
                              control=11,
                              value=self.expression))
     elif axis == Axes.RT or axis == Axes.LT:
         self.on_button_change(joystick, 9999, value > -0.9)
Exemplo n.º 7
0
def wiimote_handler():
    joystick = pygame.joystick.Joystick(wii_joy_index)
    joystick.init()

    joy_x = joystick.get_axis(0)
    joy_y = joystick.get_axis(1)

    joy_buttons = list()
    for i in range(0, 8):
        joy_button = joystick.get_button(i)
        joy_buttons.append(joy_button)

    pub_direction((joy_x, joy_y))
    pub_arm(joy_buttons[0] - joy_buttons[1])
    pub_shovel(joy_buttons[2] - joy_buttons[3])
    pitch = joy_buttons[4] - joy_buttons[5]
    yaw = joy_buttons[6] - joy_buttons[7]
    pub_camera(pitch, yaw)
Exemplo n.º 8
0
def read_joystick():
    global joystick

    axes = joystick.get_numaxes()
    response = [0] * axes

    for i in range(axes):
        response[i] = joystick.get_axis(i)

    return response
Exemplo n.º 9
0
def jesses_handler(events, joystick):
    for event in events:
        if event.type == pygame.JOYAXISMOTION:
            left_motor_speed = joystick.get_axis(left_y_axis)
            right_motor_speed = joystick.get_axis(right_y_axis)
            if math.fabs(left_motor_speed) <= joystick_deadzone:
                left_motor_speed = 0
            if math.fabs(right_motor_speed) <= joystick_deadzone:
                right_motor_speed = 0
            left_motor_forward = left_motor_speed > 0
            right_motor_forward = right_motor_speed > 0
            left_motor_speed = math.fabs(left_motor_speed) * 100
            right_motor_speed = math.fabs(right_motor_speed) * 100
            s1.set_motor(left_motor_speed, p1)
            s2.set_motor(right_motor_speed, p2)
            m1.change_direction("reverse" if left_motor_forward else "forward")
            m2.change_direction(
                "reverse" if right_motor_forward else "forward")
            print("left_motor_speed: {}".format(left_motor_speed))
            print("right_motor_speed: {}".format(right_motor_speed))
            print("left_motor_direction: {}".format(left_motor_forward))
            print("right_motor_direction: {}".format(right_motor_forward))
Exemplo n.º 10
0
def gather_inputs(player, joystick):
    player.main_stick = [joystick.get_axis(0), joystick.get_axis(1)]
    player.c_stick = (joystick.get_axis(5), joystick.get_axis(4))
    player.r_trigger = joystick.get_axis(3)
    player.l_trigger = joystick.get_axis(2)
    #  keys = pygame.key.get_pressed()
    # buttons = joystick.get_buttons()

    # create deadzone
    if abs(player.main_stick[0]) < 0.22:
        player.main_stick[0] = 0
    if abs(player.main_stick[1]) < 0.22:
        player.main_stick[1] = 0

#  if joystick.event == pygame.JOYBUTTONDOWN:
    if joystick.get_button(0):  # A
        player.akey = True
        print("controller pressed A")
    else:
        player.akey = False
    if joystick.get_button(1):  # B
        player.specialkey = True
    else:
        player.specialkey = False
    if joystick.get_button(2) or joystick.get_button(3):  # X and Y
        player.jumpkey = True
    else:
        player.jumpkey = False
        player.canJump = True
    if joystick.get_button(4):  # Z
        player.grabkey = True
    else:
        player.grabkey = False
    if joystick.get_button(5) or joystick.get_button(6):  # R and L
        player.blockkey = True
    else:
        player.blockkey = False
        player.canBlock = True
    if joystick.get_button(7):  # START
        player.menukey = True
    else:
        player.menukey = False
    if joystick.get_button(8):  # UP
        player.upkey = True
    else:
        player.upkey = False
    if joystick.get_button(9):  # DOWN
        player.downkey = True
    else:
        player.downkey = False
    if joystick.get_button(10):  # LEFT
        player.leftkey = True
    else:
        player.leftkey = False
    if joystick.get_button(11):  # RIGHT
        player.rightkey = True
    else:
        player.rightkey = False
Exemplo n.º 11
0
def postactive():
    keystate = pygame.key.get_pressed()
    for key in range (len(keystate)):
        if keystate[key]:
            #I don't know how to get unicode
            pygame.event.post(pygame.event.Event(KEYDOWN, {'key': key, 'mod': pygame.key.get_mods()}))
    if joystick:
        for button in range(joystick.get_numbuttons()):
            if joystick.get_button(button):
                pygame.event.post(pygame.event.Event(JOYBUTTONDOWN, {'joy': joystick.get_id(), 'button': button}))
        for hat in range(joystick.get_numhats()):
            value = joystick.get_hat(hat)
            if 0 != value[0] or 0 != value[1]:
                pygame.event.post(pygame.event.Event(JOYHATMOTION, {'joy': joystick.get_id(), 'hat': hat, 'value': value}))
        for axis in range(joystick.get_numaxes()):
            lastaxisvalue[axis] = None
            value =  joystick.get_axis(axis)
            pygame.event.post(pygame.event.Event(JOYAXISMOTION, {'joy': joystick.get_id(), 'axis': axis, 'value': value}))
Exemplo n.º 12
0
name = sys.argv[1]
registry = rotorc.RemoteRegistry( name )
options  = registry.options()


registry.registerMessageType( "JOYSTICK", joystickDefinition )
frequency = options.getDouble( name, "frequency", 10 )



joystickInfo = rotorc.Structure( "Joystick", None, registry )

pygame.init()
pygame.joystick.init()
joystick = pygame.joystick.Joystick( 0 )
joystick.init()
time = rotorc.seconds()

while True:
  delta   = rotorc.seconds()
  time = delta
  pygame.event.pump()
  joystickInfo.axesCount = joystick.get_numaxes()
  for i in xrange( joystickInfo.axesCount ):
    joystickInfo.axes[i] = joystick.get_axis( i )
  joystickInfo.buttonCount = joystick.get_numbuttons()
  for i in xrange( joystickInfo.buttonCount ):
    joystickInfo.buttons[i] = joystick.get_button( i )
  registry.sendStructure( "JOYSTICK", joystickInfo )
  rotorc.Thread.sleep( 0.1 )
Exemplo n.º 13
0
def goon():
    global q, q_gui
    if not dryrun:
        t = threading.Thread(target=gcodespitter)
        t.daemon = True
        t.start()

    st = 0
    b0 = b1 = b2 = b3 = 0
    correction = [[0, 0, 0], [0, 0, 0], [0, 0, 0]]

    def print_(x):
        print >> sys.stderr, x

    calibd = skip_calib  # False
    if calibaction == CALIB_LOAD:
        calibd = True
        with open(calibfile, "r") as f:
            correction = map(
                lambda j: map(float, j), map(lambda x: map(lambda z: z.strip(), x.split(",")), f.readlines())
            )

    pygame.joystick.init()  # initialize joystick module
    pygame.joystick.get_init()  # verify initialization (boolean)

    joystick_count = pygame.joystick.get_count()  # get number of joysticks
    # it's for some case, important to get the joystick number ...

    if joystick_count == 1:
        joystick = pygame.joystick.Joystick(0)
        joystick.get_name()
        joystick.init()
        joystick.get_init()

    while True:
        #      time.sleep(0.00001)

        if joystick_count == 1:

            # verify initialization (maybe cool to do some error trapping with this so    game doesn't crash
            pygame.event.pump()
            # So Now i can get my joystick Axis events

            xax_ = joystick.get_axis(0)
            yax_ = joystick.get_axis(1)
            zax_ = joystick.get_axis(3)

            buttons = joystick.get_numbuttons()
            b0 = joystick.get_button(0)
            b1 = joystick.get_button(1)
            b2 = joystick.get_button(2)
            b3 = joystick.get_button(3)

            if st == 1:
                print >> sys.stderr, "put joystick to center and press B0",
            elif st == 3:
                print >> sys.stderr, "put joystick to left and press B0",
            elif st == 5:
                print >> sys.stderr, "put joystick to right and press B0",
            elif st == 7:
                print >> sys.stderr, "put joystick to down and press B0",
            elif st == 9:
                print >> sys.stderr, "put joystick to up and press B0",
            elif st == 11:
                print >> sys.stderr, "put joystick to bottom and press B0",
            elif st == 13:
                print >> sys.stderr, "put joystick to top and press B0",

            if not calibd:
                st = calib(st, b0, (xax_, yax_, zax_), correction)
                print >> sys.stderr, correction
                if st == 14:
                    print >> sys.stderr, "CALIBRATED.",
                    calibd = True
                    if calibaction == CALIB_SAVE:
                        with open(calibfile, "w+") as f:
                            f.write("\n".join(map(lambda x: ",".join(map(str, x)), correction)))
                continue

            (xax, yax, zax) = correct(correction, (xax_, yax_, zax_))
        #          print >> sys.stderr, correction,
        #          print >> sys.stderr, (xax, yax, zax)
        if not dryrun:
            if b1 != b2:
                if b1:
                    # q.put('G1 Z10', block=False)
                    put_nonblock(q, "G1 Z%f" % (zax))
                if b2:
                    # q.put('G1 Z-10', block=False)
                    put_nonblock(q, "G1 Z%f" % (-zax))
                    # q.put('G1 Z-%f' % (zax), block=False)
            if b3:
                put_nonblock(q, "G1 X%f Y%f" % (xax, yax))
                # q.put('G1 X%f Y%f' % (xax, yax), block=False)

            print "q.join"
            # q.join()
        if b0:
            put_nonblock(q_gui, "save")
Exemplo n.º 14
0
import logging
from hubsan import *
import pygame
import pygame.event
import pygame.joystick

pygame.init()

pygame.joystick.init()

joystick = pygame.joystick.Joystick(0)

joystick.init()

logging.basicConfig(level=logging.INFO)

hubsan = Hubsan()
hubsan.init()
hubsan.bind()
hubsan.safety()

while True:
    pygame.event.get()

    throttle = max(0, -joystick.get_axis(4))
    rudder = joystick.get_axis(0)
    elevator = joystick.get_axis(1)
    aileron = joystick.get_axis(3)

    hubsan.control(throttle, rudder, elevator, aileron)
Exemplo n.º 15
0
    def run_game():
        global ch, dobollet, db, wea, t
        pygame.init()
        pygame.mixer.init()
        shoot = mixer.Sound("C:\windows\media\Ring02.wav")
        music = mixer.Sound("sounds/Windows Critical Stop.wav")
        image = pygame.image.load('bg.gif')

        turn = 0

        ch = 10

        fg = 1
        pfg = 1
        joysticks = [
            pygame.joystick.Joystick(x)
            for x in range(pygame.joystick.get_count())
        ]
        print(joysticks.pop(1))
        for joystick in joysticks:
            joystick.init()
        i = 0

        j = False
        sit = False
        sco = 0

        ai_settings = Settings()
        screen = pygame.display.set_mode(
            (ai_settings.screen_width, ai_settings.screen_height))
        pygame.display.set_caption('Alien Invasion')
        ship = Ship(ai_settings, screen)
        bullets = Group()

        ships = Group()
        blocks = Group()
        aliens = Group()
        l = 0
        r = 0
        godown = 0
        sb = Scoreboard(ai_settings, screen, 0, sco)
        alies = Group()
        buttons = Group()
        yu = False
        #rint(ship.y)iii
        alienbullets = Group()
        ert = 0
        tr = [
            1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 0, 0, 0, 0, 1, 1, 1, 1, 0,
            0, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
            1, 2, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
            1, 2
        ]
        sty = Group()
        uii = 0
        do_liberint(pygame, Block, blocks, ai_settings, screen, 'liberint.txt',
                    Alien, aliens)
        upup = 0
        ship2 = Ship(ai_settings, screen)
        for alien in aliens.sprites():
            alien.image = pygame.image.load('bomb.gif')
        poweraps = Group()
        aiens = Group()
        ant = Ant_men(ai_settings, screen, ship)
        ships.add(ship)
        ships.add(ship2)
        shoot.play(-1)
        time = 0
        un = 0
        while True:

            if r == 0:
                #ship.imageship.image = pygame.image.load('SCrightup.gif')
                ship.blitme()
                #pygame.display.flip()

                for alien in blocks.sprites():

                    alien.x -= 1
                    alien.rect.x = alien.x
                #pygame.display.flip()
                #pygame.display.flip()
                #pygame.display.flip()
                #ship.image = pygame.image.load('SCright.gif')
                ship.blitme()
                # if pygame.sprite.spritecollideany(ship,blocks):
                #     for alien in poweraps.sprites():
                #         alien.x += 1
                #         alien.rect.x = alien.x
                #     for alien in blocks.sprites():
                #         alien.x += 1
                #         alien.rect.x = alien.x

            if l == 0:

                #                ship.image = pygame.image.load('SCleftup.gif')

                #pygame.display.flip()

                for alien in blocks.sprites():

                    alien.x += 1
                    alien.rect.x = alien.x
                #pygame.display.flip()
                #pygame.display.flip()
                #pygame.display.flip()

                #ship.blitme()
                # if pygame.sprite.spritecollideany(ship,blocks):
                #     for alien in poweraps.sprites():
                #         alien.x += 1
                #         alien.rect.x = alien.x
                #     for alien in blocks.sprites():
                #         alien.x += 1
                #         alien.rect.x = alien.x

            if r == 0:

                ant.x -= 1
                ant.rect.x = ant.x
                # if pygame.sprite.spritecollideany(ship,blocks):
                #     for alien in poweraps.sprites():
                #         alien.x += 1
                #         alien.rect.x = alien.x
                #     for alien in blocks.sprites():
                #         alien.x += 1
                #         alien.rect.x = alien.x

            if l == 0:

                ant.x += 1
                ant.rect.x = ant.x  # if pygame.sprite.spritecollideany(ship,blocks):
                #     for alien in poweraps.sprites():
                #         alien.x -= 1
                #         alien.rect.x = alien.x
                #     for alien in blocks.sprites():
                #         alien.x -= 1
                #         alien.rect.x = alien.x

            for event in pygame.event.get():

                #for event in pygame.event.get():

                # #                if event.type == pygame.KEYDOWN:
                #                     if event.key == pygame.K_1:
                #                         first = randint(0,220)
                #                         second = randint(0,220)
                #                         three = randint(0,220)
                #                         ai_settings.bg_color = (first,second,three)
                #                     if event.key == pygame.K_b:
                #                         sys.exit()
                #                     if event.key == pygame.K_RIGHT:

                #                         #ship.movin_right = True
                #                         cr = 0
                #                         t = 2
                #                     if event.key == pygame.K_LEFT:
                #                         #ship.movin_left = True
                #                         cl = 0
                #                         t = 3
                # if event.key == pygame.K_r:
                #     #ship.movin_left = True
                #     if len(bullets) <= bulets:
                #         new_bullet = Bullet(ai_settings,screen,ship,aliens,bullets,0)
                #         bullets.add(new_bullet)
                # if event.key == pygame.K_UP:

                #     cu = 0
                #     t = 0
                if event.type == pygame.MOUSEBUTTONDOWN:
                    xy, yx = pygame.mouse.get_pos()
                    blok = Block(ai_settings, screen, 'fkdf')
                    blok.rect.x, blok.rect.y = xy, yx
                    blok.x, blok.y = xy, yx
                    blocks.add(blok)
                if event.type == pygame.JOYAXISMOTION:
                    buttons = joystick.get_numaxes()
                    for i in range(buttons):
                        but = joystick.get_axis(0)

                        if but < -.5:

                            ship.x -= 1
                            ship.rect.x = ship.x
                            t = 3
                        but = joystick.get_axis(0)
                        if but > .5:

                            ship.x += 1
                            ship.rect.x = ship.x

                            t = 2
                        but = joystick.get_axis(1)
                        if but < -.5:
                            ship.y -= 1
                            ship.rect.y = ship.y
                        if but > .5:
                            ship.y += 1
                            ship.rect.y = ship.y

                        # but = joystick.get_axis(1)
                        # if but <  -.5:

                        #     ship.y -= 1
                        #     ship.rect.y = ship.y
                        #     if pygame.sprite.spritecollideany(ship,blocks):
                        #         ship.y += fuster
                        #         ship.rect.y = ship.y

                        #     t = 0
                        # but = joystick.get_axis(1)
                        # if but > .5:

                        #     ship.y += 1
                        #     ship.rect.y = ship.y
                        #     if pygame.sprite.spritecollideany(ship,blocks):
                        #         ship.y -= fuster
                        #         ship.rect.y = ship.y
                        #     t = 1

                buttons = joystick.get_numhats()
                for i in range(buttons):
                    but = joystick.get_hat(i)
                    if but == (-1, 0):

                        ship.rect.x -= 1
                    but = joystick.get_hat(i)
                    if but == (1, 0):
                        ship.rect.x += 1
                    but = joystick.get_hat(i)

                    if but == (0, -1):

                        ship.rect.y -= 1
                    but = joystick.get_hat(i)
                    if but == (0, 1):

                        ship.rect.y += 1
                    but = joystick.get_hat(i)
                    print(but)
                    #if but == (0,1):

                    #     j = False
                    #     pfg *=-1
                    #     j = True
                    # but = joystick.get_hat(i)

                if event.type == pygame.JOYBUTTONDOWN:
                    buttons = joystick.get_numbuttons()
                    for button in range(buttons):
                        # # print(button)
                        # #pass
                        # # if button == (0,0):
                        # #     music.play()

                        # #     new_bullet = Bullet(ai_settings,screen,ship,aliens,bullets,alien,t)
                        # #     bullets.add(new_bullet)
                        but = joystick.get_button(0)
                        if but:
                            j = False
                            pfg *= -1
                            j = True
                        but = joystick.get_button(2)
                        if but:

                            if upup == 0:

                                upup = 1
                                break
                            if upup == 1:

                                upup = 0
                                break

                        #print(but)

                        # if but == 2:

                        #     j = False
                        #     pfg *=-1
                        #     j = True
                        # but = joystick.get_button(button)
                        # if but == 1:
                        #     upup = 1

                elif event.type == pygame.JOYBUTTONUP:
                    #buttons = joystick.get_numbuttons()
                    buttons = joystick.get_numbuttons()
                    for button in range(buttons):
                        # # print(button)
                        # #pass
                        # # if button == (0,0):
                        # #     music.play()

                        # #     new_bullet = Bullet(ai_settings,screen,ship,aliens,bullets,alien,t)
                        # #     bullets.add(new_bullet)

                        but = joystick.get_button(2)
                        if but:
                            upup = 0

                if event.type == pygame.KEYDOWN:

                    if event.key == pygame.K_LEFT:

                        cl2 = 0
                        cr2 = 1
                        cu2 = 1
                        cd2 = 1
                        t2 = 3

                    if event.key == pygame.K_RIGHT:

                        cl2 = 1
                        cr2 = 0
                        cu2 = 1
                        cd2 = 1
                        t2 = 2
                        #but = joystick.get_hat(i)
                    if event.key == pygame.K_DOWN:

                        cl2 = 1
                        cr2 = 1
                        cu2 = 1
                        cd2 = 0
                        t2 = 1
                    #but = joystick.get_hat(i)
                    if event.key == pygame.K_UP:

                        cl2 = 1
                        cr2 = 1
                        cu2 = 0
                        cd2 = 1
                        t2 = 0
                    if event.key == pygame.K_v:
                        new_bullet = Bullet(ai_settings, screen, ship2, aliens,
                                            bullets, alien, t2)
                        bullets.add(new_bullet)

#                 elif event.type == pygame.KEYUP:
#                     if event.key == pygame.K_RIGHT:

#                         ship.movin_right = False
#                         cr = 1

#                     if event.key == pygame.K_LEFT:
#                         ship.movin_left = False
#                         cl = 1
#                     if event.key == pygame.K_UP:

#                         cu = 1

#                     if event.key == pygame.K_DOWN:
#                         cd = 1
#                     if event.key == pygame.K_2:
#                         ship.image = pygame.image.load(random.choice(images))
#                     if event.key == pygame.K_DOWN:
#                         ship.movin_down = False
# #276
#276
            ship.update(blocks, ship)

            bullets.update(bullets, aliens)
            collisions = pygame.sprite.groupcollide(ships, aliens, False, True)

            #print('you lose')
            #break
            ship.blitme()

            # if pygame.sprite.spritecollideany(ship,blocks):

            #     for alien in blocks.sprites():
            #         alien.y += 1
            #         alien.rect.y = alien.y
            #     ant.y += 1
            #     ant.rect.y = ant.y

            #    godown = 0
            #           pygame.display.flip()
            for bullet in bullets.copy():
                if bullet.rect.bottom <= 0 or bullet.rect.bottom >= 900 or bullet.rect.centerx <= 0 or bullet.rect.centerx >= 1000:
                    bullets.remove(bullet)

            screen.fill(ai_settings.bg_color)
            # for bullet in alienbullets.copy():
            #     if bullet.rect.bottom >= 900:
            #         bullets.remove(bul
            # screen.fill(ai_settings.bg_color)

            # for bullet in alienbullets.sprites():

            #     bullet.draw_bullet()

            #     first = randint(0,200)
            #     second = randint(0,200)
            #     three = randint(0,200)
            #     ai_settings.bullet_color = (first,second,three)
            #     collisins = pygame.sprite.groupcollide(blocks,bullets,True,True)
            collisions = pygame.sprite.groupcollide(ships, poweraps, False,
                                                    True)
            if len(aliens) <= 0:
                print('you win')
                break

            # for alien in aliens.sprites():

            #     if pygame.sprite.spritecollideany(alien,blocks):
            #         alien.duraction *= -1
            for bullet in bullets.sprites():

                bullet.draw_bullet()
                collisions = pygame.sprite.groupcollide(
                    bullets, aliens, True, True)
                if collisions:
                    moneys += 1

                collisions = pygame.sprite.groupcollide(
                    bullets, blocks, True, False)

                first = randint(0, 200)
                second = randint(0, 200)
                three = randint(0, 200)
                ai_settings.bullet_color = (first, second, three)

            bullets.update(bullets, aliens)
            ship.blitme()
            #chekupdown_fleet_edges(ai_settings,aliens)
            #alien.blitme()
            bullets.draw(screen)
            sb.show_score()
            alienbullets.update(bullets, aliens)
            collisions = pygame.sprite.groupcollide(ships, aliens, False, True)
            aliens.draw(screen)

            #if un == 0:

            blocks.draw(screen)
            blocks.update()
            if pygame.sprite.spritecollideany(ant, ships):
                if pfg == -1:
                    g = 1

                    bullets.empty()
                    ch -= 1
                    if ch <= 0:
                        ant.image = pygame.image.load('bowserflat.gif')
                        un = 1
                    #    print('you win')
                    #    break

                    j = False
                    pfg *= -1

                    j = True
                else:
                    if un == 0:
                        print('you lose')
                        sys.exit()

            if pygame.sprite.spritecollideany(ant, bullets):
                ch -= 1
                bullets.empty()
                if ch <= 0:

                    print('you win')
                    break
            bullets.update(0, 0)
            bullets.draw(screen)
            ship2.blitme()
            #if bezero == 34:
            #bezero = 0

            #sb.show_score()
            #poweraps.draw(screen)
            #pygame.display.update()
            #screen.blit(image,(0,0))
            pygame.display.flip()
Exemplo n.º 16
0
joystick = pygame.joystick.Joystick(0)
joystick.init()

name = joystick.get_name()
print(name)

axes = joystick.get_numaxes()
print("Nombre d'axes : ", axes)

buttons = joystick.get_numbuttons()
print("Nombre de boutons : ", buttons)

hats = joystick.get_numhats()
print("Nombres de HAT : ", hats)

running = True
while running:
    pygame.event.get()
    axis_0 = joystick.get_axis(0)
    axis_1 = joystick.get_axis(1)
    axis_2 = joystick.get_axis(2)
    axis_3 = joystick.get_axis(3)
    print(axis_0, axis_1, axis_2, axis_3)

    button_11 = joystick.get_button(11)
    if button_11 == 1:
        running = False

pygame.quit()
Exemplo n.º 17
0
    def run(self):
        while True:
            self.window.blit(
                pygame.transform.flip(self.cam.get_image(), self.inversed.h,
                                      self.inversed.v), (0, 0))
            self.window.blit(self.intizalize, (10, 10))
            self.window.blit(self.inv_sys, (10, 40))
            self.window.blit(self.position_X, (10, 70))
            self.window.blit(self.position_Y, (10, 100))
            pygame.display.update()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()

#evenement du clavier:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_p:
                        if self.online:
                            self.intizalize = self.commande.initialize(
                                'Offline')
                            self.online = False
                        else:
                            self.intizalize = self.commande.initialize(
                                'Online')
                            self.online = True

                    if self.online:
                        if event.key == pygame.K_F4 or event.key == pygame.K_q:
                            sys.exit()

                        if event.key == pygame.K_i:
                            if self.inversed.boolean:
                                self.inversed.set_bool(False)
                                self.inversed.h = 1
                            else:
                                self.inversed.set_bool(True)
                                self.inversed.h = 0
                            self.inv_sys = self.commande.initialize(
                                'Inversed : ' + str(self.inversed.boolean))

                        if event.key == pygame.K_UP:
                            self.commande.forward()
                            self.position_Y = self.commande.get_position_Y()

                        if event.key == pygame.K_DOWN:
                            self.commande.backward()
                            self.position_Y = self.commande.get_position_Y()

                        if event.key == pygame.K_RIGHT:
                            self.commande.right()
                            self.position_X = self.commande.get_position_X()

                        if event.key == pygame.K_LEFT:
                            self.commande.left()
                            self.position_X = self.commande.get_position_X()

                        if event.key == pygame.K_a:
                            self.commande.grab(self.window, 'drop')

                        if event.key == pygame.K_l:
                            self.commande.drop(self.window, 'grab')

                        if event.key == pygame.K_s:
                            self.commande.screensaver(self.window)

#evenement du joystick bouton:
                if event.type == pygame.JOYBUTTONDOWN:
                    if event.button == 5:  #fermeture de la pince
                        self.commande.grab(self.window, 'grab')
                    if event.button == 4:  #Ouverture de la pince
                        self.commande.drop(self.window, 'drop')
                    else:
                        print(event.button)

#evenement du joystick axis:
                if event.type == pygame.JOYAXISMOTION:

                    if (joystick.get_axis(0) > -32768
                            and joystick.get_axis(0) < 32768):
                        if (joystick.get_axis(0) > -32768
                                and joystick.get_axis(0) < 0):
                            self.commande.arm_rotation_left()

                    if (joystick.get_axis(0) > 0
                            and joystick.get_axis(0) <= 32768):
                        self.commande.arm_rotation_right()

                    if (joystick.get_axis(1) > -32768
                            and joystick.get_axis(1) < 32768):
                        if (joystick.get_axis(1) > -32768
                                and joystick.get_axis(1) < 0):
                            self.commande.arm_rotation_forward()

                    if (joystick.get_axis(1) > 0
                            and joystick.get_axis(1) <= 32768):
                        self.commande.arm_rotation_backward()
#evenement du joystick hat:
                if event.type == pygame.JOYHATMOTION:

                    if (joystick.get_hat(0) == (0, 1)):  #up
                        self.commande.arm_rotation_forward()
                    if (joystick.get_hat(0) == (0, -1)):  #down
                        self.commande.arm_rotation_backward()
                    if (joystick.get_hat(0) == (1, 0)):  #droite
                        self.commande.arm_rotation_right()
                    if (joystick.get_hat(0) == (-1, 0)):  #gauche
                        self.commande.arm_rotation_left()


#initialisation du joystick et des bouton et axis:
            joystick_count = pygame.joystick.get_count()

            for i in range(joystick_count):
                joystick = pygame.joystick.Joystick(i)
                joystick.init()

                buttons = joystick.get_numbuttons()
                axes = joystick.get_numaxes()
Exemplo n.º 18
0
import logging
from hubsan import *
import pygame
import pygame.event
import pygame.joystick

pygame.init()

pygame.joystick.init()

joystick = pygame.joystick.Joystick(0)

joystick.init()

logging.basicConfig(level = logging.INFO)

hubsan = Hubsan()
hubsan.init()
hubsan.bind()
hubsan.safety()

while True:
  pygame.event.get()

  throttle = max(0, -joystick.get_axis(4))
  rudder   = joystick.get_axis(0)
  elevator = joystick.get_axis(1)
  aileron  = joystick.get_axis(3)

  hubsan.control(throttle, rudder, elevator, aileron)