def init(mapping, **kwargs): global axis_mapping, extreme_values, imperfection_offsets, joystick, DO_CALIBRATE choice = 0 if "joystick" in kwargs.iteritems(): choice = kwargs.iteritems()["joystick"] pygame.init() pygame.joystick.init() if pygame.joystick.get_count() == 0: return None print "Number of joysticks:" + str(pygame.joystick.get_count()) #Copy axis mapping axis_mapping = mapping #init joystick joystick = pygame.joystick.Joystick(choice) joystick.init() #initialise final values for i in range(joystick.get_numaxes()): extreme_values.append([0, 0]) imperfection_offsets.append(0.0) if "calibration" in kwargs.iteritems() and kwargs.iteritems( )["calibration"]: extreme_values = kwargs.iteritems()["calibration"]["boundaries"] imperfection_offsets = kwargs.iteritems()["calibration"]["offsets"] DO_CALIBRATE = False print "Axis count:" + str(joystick.get_numaxes()) print "Joystick name:" + str(joystick.get_name()) return joystick
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
def __init__(self): print("") print("Joystick initializing...") if pygame.joystick.get_count() == 0: print("ERROR! Did not found a joystick!") time.sleep(2) print("") print("Keyboard initializing...") self.keyboardcontrole() else: joystick = pygame.joystick.Joystick(0) joystick.init() print("Joysticks gevonden:", pygame.joystick.get_count(), "(", joystick.get_name(), ")") print("Specs: assen:", joystick.get_numaxes(), ", knoppen:", joystick.get_numbuttons()) self.knoppen = joystick.get_numbuttons() self.assen = joystick.get_numaxes() self.ps3Connected = True
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
def discoverAxis(): global STOP_DISCOVERY #initialise final values mapping = [""] * joystick.get_numaxes() for i in range(joystick.get_numaxes()): axis = raw_input( "Type the name of the axis you want to move next?(CAPITALS):") print("Move axist to both maximums, you have " + str(CALIBRATE_TIME) + " seconds...") STOP_DISCOVERY = False thread = ThreadWithReturnValue(target=discoverMovedAxis) thread.start() time.sleep(CALIBRATE_TIME) STOP_DISCOVERY = True j = thread.join() if j >= 0 and j < len(mapping): mapping[j] = axis print mapping return mapping
def init(): "init the joystick" global joystick global lastaxisvalue global lasthatvalue try: num = pygame.joystick.get_count() if num > 0: joystick = pygame.joystick.Joystick(0) joystick.init() lastaxisvalue = [None] * joystick.get_numaxes() lasthatvalue = [[None, None]] * joystick.get_numhats() except pygame.error: joystick = None
def __init__(self): pygame.joystick.init() pygame.joystick.get_init() self.count = pygame.joystick.get_count() if self.count > 0: self.joystick = pygame.joystick.Joystick(0) self.joystick.init() print '%d joystick(s) connected: %s' % (self.count, joystick.get_name()) self.num_axes = joystick.get_numaxes() self.num_buttons = joystick.get_numbuttons() self.num_hats = joystick.get_numhats() print 'Joystick has %d axes, %d buttons and %d hats.' % (num_axes, num_buttons, num_hats) pygame.event.pump() self.old_axis = [] for num in range(self.num_axes): self.old_axis.append(0.0)
def run(): pygame.init() if not pygame.joystick.get_count(): print 'ERROR: joystick count is 0' exit() # dasboard_app = subprocess.Popen('python app.py d') joystick = pygame.joystick.Joystick(0) joystick.init() joystick_num_buttons = joystick.get_numbuttons() joystick_num_axes = joystick.get_numaxes() print 'joystick found:', joystick.get_name() print 'count buttons:', joystick_num_buttons print 'count axes:', joystick_num_axes # кнопки JOY_STATE.extend([0 for jb in JoyButtons.BUTTONS]) # ползунки JOY_STATE.extend([-1.0 if ja in (JoyButtons.JOY_LT, JoyButtons.JOY_RT) else 0.0 for ja in JoyButtons.JOYS]) sender = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) sender.setsockopt(socket.SOL_SOCKET, socket.SO_BROADCAST, 1) sender.bind((settings.SOCKET_CLIENT_HOST, settings.SOCKET_CLIENT_PORT)) # нам нужны только события джойстика pygame.event.set_allowed([JOYAXISMOTION, JOYBUTTONUP, JOYBUTTONDOWN, QUIT]) get = pygame.event.get sleep = time.sleep send_to = sender.sendto host = settings.SERVER_HOST port = settings.SERVER_PORT while True: # бесконечный сбор событий с геймпада if process_events(get(), joystick_num_buttons): # print(JOY_STATE) send_to(','.join(str(i) for i in JOY_STATE), (host, port)) else: break sleep(0.1)
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}))
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 )
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()
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()
import pygame.joystick pygame.init() pygame.joystick.init() joystick_count = pygame.joystick.get_count() print("Number of joysticks: ", joystick_count) 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)