141 lines
4 KiB
Python
141 lines
4 KiB
Python
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import pygame
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# Define some colors.
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BLACK = pygame.Color('black')
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WHITE = pygame.Color('white')
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# This is a simple class that will help us print to the screen.
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# It has nothing to do with the joysticks, just outputting the
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# information.
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class TextPrint(object):
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def __init__(self):
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self.reset()
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self.font = pygame.font.Font(None, 20)
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def tprint(self, screen, textString):
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textBitmap = self.font.render(textString, True, BLACK)
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screen.blit(textBitmap, (self.x, self.y))
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self.y += self.line_height
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def reset(self):
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self.x = 10
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self.y = 10
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self.line_height = 15
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def indent(self):
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self.x += 10
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def unindent(self):
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self.x -= 10
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pygame.init()
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# Set the width and height of the screen (width, height).
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screen = pygame.display.set_mode((500, 700))
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pygame.display.set_caption("My Game")
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# Loop until the user clicks the close button.
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done = False
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# Used to manage how fast the screen updates.
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clock = pygame.time.Clock()
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# Initialize the joysticks.
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pygame.joystick.init()
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# Get ready to print.
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textPrint = TextPrint()
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# -------- Main Program Loop -----------
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while not done:
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#
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# EVENT PROCESSING STEP
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#
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# Possible joystick actions: JOYAXISMOTION, JOYBALLMOTION, JOYBUTTONDOWN,
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# JOYBUTTONUP, JOYHATMOTION
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for event in pygame.event.get(): # User did something.
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if event.type == pygame.QUIT: # If user clicked close.
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done = True # Flag that we are done so we exit this loop.
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elif event.type == pygame.JOYBUTTONDOWN:
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print("Joystick button pressed.")
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elif event.type == pygame.JOYBUTTONUP:
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print("Joystick button released.")
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#
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# DRAWING STEP
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#
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# First, clear the screen to white. Don't put other drawing commands
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# above this, or they will be erased with this command.
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screen.fill(WHITE)
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textPrint.reset()
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# Get count of joysticks.
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joystick_count = pygame.joystick.get_count()
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textPrint.tprint(screen, "Number of joysticks: {}".format(joystick_count))
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textPrint.indent()
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# For each joystick:
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for i in range(joystick_count):
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joystick = pygame.joystick.Joystick(i)
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joystick.init()
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textPrint.tprint(screen, "Joystick {}".format(i))
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textPrint.indent()
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# Get the name from the OS for the controller/joystick.
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name = joystick.get_name()
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textPrint.tprint(screen, "Joystick name: {}".format(name))
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# Usually axis run in pairs, up/down for one, and left/right for
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# the other.
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axes = joystick.get_numaxes()
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textPrint.tprint(screen, "Number of axes: {}".format(axes))
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textPrint.indent()
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for i in range(axes):
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axis = joystick.get_axis(i)
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textPrint.tprint(screen, "Axis {} value: {:>6.3f}".format(i, axis))
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textPrint.unindent()
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buttons = joystick.get_numbuttons()
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textPrint.tprint(screen, "Number of buttons: {}".format(buttons))
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textPrint.indent()
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for i in range(buttons):
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button = joystick.get_button(i)
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textPrint.tprint(screen,
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"Button {:>2} value: {}".format(i, button))
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textPrint.unindent()
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hats = joystick.get_numhats()
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textPrint.tprint(screen, "Number of hats: {}".format(hats))
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textPrint.indent()
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# Hat position. All or nothing for direction, not a float like
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# get_axis(). Position is a tuple of int values (x, y).
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for i in range(hats):
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hat = joystick.get_hat(i)
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textPrint.tprint(screen, "Hat {} value: {}".format(i, str(hat)))
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textPrint.unindent()
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textPrint.unindent()
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#
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# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
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#
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# Go ahead and update the screen with what we've drawn.
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pygame.display.flip()
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# Limit to 20 frames per second.
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clock.tick(20)
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# Close the window and quit.
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# If you forget this line, the program will 'hang'
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# on exit if running from IDLE.
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pygame.quit()
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