我们从Python开源项目中,提取了以下6个代码示例,用于说明如何使用pygame.JOYBUTTONDOWN。
def run(self): import pygame os.environ["SDL_VIDEODRIVER"] = "dummy" pygame.init() pygame.joystick.init() done = False while not done: # reinnitialize the joystick every loop, this is so if the contoller is turned # on after the loop starts, it can still be read #joystick_count = pygame.joystick.get_count() joystick = pygame.joystick.Joystick(0) joystick.init() for event in pygame.event.get(): if event.type == pygame.JOYBUTTONDOWN: self.button_down.emit(event.button) elif event.type == pygame.JOYAXISMOTION: self.axis_moving.emit(event.axis, event.value) time.sleep(0.2)
def processJoystick(): joystick = pygame.joystick.Joystick(0) #Was in main while loop, does this work? *NOT TESTED joystick.init() for event in pygame.event.get(): # User did something if event.type == pygame.JOYBUTTONDOWN: if(joystick.get_button(10) == 1 and joystick.get_button(11) == 1): #press button 11 and 12 at the same time to kill global running running = False if(abs(joystick.get_axis(1)) > 0.1): #has to be moved at least a little to trigger processForwardBackward(joystick.get_axis(1)) #"1" should be the forward-backwards axis. CHECK THIS elif(abs(joystick.get_axis(3)) > 0.1): processYaw(joystick.get_axis(3)) #"2" should be the twist axis. CHECK THIS else: global motorLeft, motorRight motorLeft = THRUSTER_MID motorRight = THRUSTER_MID processVertical(joystick) processHat(joystick) processClaw(joystick) limitAmps()
def update(self, screen, event_queue, dt,clock,joystick, netmodel, vizmodel): # Logos/titles screen.blit(self.logo,(screen.get_width() / 4 - 265,screen.get_height() * 3 / 4-500)) screen.blit(self.intel,(screen.get_width() / 4 - 300,screen.get_height()-130)) screen.blit(self.activestate,(screen.get_width() - 980,screen.get_height() - 130)) nextState = self displaytext('Play', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4 - 80, WHITE, screen) displaytext('Train', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4 - 40, WHITE, screen) displaytext('Exit', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4, WHITE, screen) displaytext(u'\u00bb', 32, screen.get_width() / 4 - 60, screen.get_height() * 3 / 4 - 40*self.menu_selection, WHITE, screen) # Each game state processes its own input queue in its own way to avoid messy input logic for event in event_queue: if event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN: if (event.type == pygame.KEYDOWN and (event.key == pygame.K_DOWN)) or (event.type == pygame.JOYBUTTONDOWN and (event.button == 1)) or (event.type == pygame.JOYAXISMOTION and (event.axis == 1 or event.value >= DEADZONE)): self.menu_selection -= 1 if self.menu_selection == -1: self.menu_selection = 2 if (event.type == pygame.KEYDOWN and (event.key == pygame.K_UP)) or (event.type == pygame.JOYBUTTONDOWN and (event.button == 0)) or (event.type == pygame.JOYAXISMOTION and (event.axis == 1 or event.value <= -DEADZONE)): self.menu_selection += 1 if self.menu_selection == 3: self.menu_selection = 0 if (event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or (event.type == pygame.JOYBUTTONDOWN and event.button == 11): if self.menu_selection == 2: nextState = Play(False) elif self.menu_selection == 1: nextState = Play(True) else: nextState = None if (event.type == pygame.KEYDOWN and event.key == pygame.K_x): self.ExportModel() if (event.type == pygame.KEYDOWN and event.key == pygame.K_d): self.DumpData() if (event.type == pygame.KEYDOWN and event.key == pygame.K_w): self.DumpWeights() return nextState
def __main_thread_fn(self): while 1: for event in pygame.event.get(): if event.type == pygame.JOYBUTTONDOWN: self.__functionDict['button'][event.button]('down') elif event.type == pygame.JOYBUTTONUP: self.__functionDict['button'][event.button]('up') for i in range(self.__joyStick.get_numaxes()): self.__switch_determine('axis', i, self.__get_axis_status(self.__joyStick.get_axis(i))) hatValue = self.__joyStick.get_hat(0) for i in range(2): self.__switch_determine('hat', i, hatValue[i])
def telemetry(sid, data): # The current steering angle of the car steering_angle = data["steering_angle"] # The current throttle of the car throttle = data["throttle"] # The current speed of the car speed = data["speed"] # The current image from the center camera of the car imgString = data["image"] image = Image.open(BytesIO(base64.b64decode(imgString))) image_prep = np.asarray(image) image_array = preprocess(image_prep) ### Maybe use recording flag to start image data collection? recording = False for event in pygame.event.get(): if event.type == pygame.JOYAXISMOTION: print("Joystick moved") if event.type == pygame.JOYBUTTONDOWN: print("Joystick button pressed.") ### Get joystick and initialize ### Modify/Add here for keyboard interface joystick = pygame.joystick.Joystick(0) joystick.init() # We are using PS3 left joystick: so axis (0,1) run in pairs, left/right for 2, up/down for 3 # Change this if you want to switch to another axis on your joystick! # Normally they are centered on (0,0) leftright = joystick.get_axis(0)/2.0 updown = joystick.get_axis(1) ### Again - may want to try using "recording" flag here to gather images and steering angles for training. if leftright < -0.01 or leftright > 0.01: if joystick.get_button(0) == 0: recording = True if recording: print("Recording: ") print("Right Stick Left|Right Axis value {:>6.3f}".format(leftright) ) print("Right Stick Up|Down Axis value {:>6.3f}".format(updown) ) transformed_image_array = image_array[None, :, :, :] # This model currently assumes that the features of the model are just the images. Feel free to change this. steering_angle = float(model.predict(transformed_image_array, batch_size=1)) + leftright # The driving model currently just outputs a constant throttle. Feel free to edit this. ### we can force the car to slow down using the up joystick movement. throttle = 0.5 + updown print(steering_angle, throttle) send_control(steering_angle, throttle)
def events(self): self.updated = False action = None for event in pg.event.get(): if event.type == pg.QUIT: quit_game(self) # keyboard if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: quit_game(self) if event.key == pg.K_DOWN: action = 'down' if event.key == pg.K_UP: action = 'up' if event.key == pg.K_RETURN: action = 'enter' # mouse if event.type == pg.MOUSEMOTION: self.mousex, self.mousey = pg.mouse.get_pos() for i in range(len(self.menu_rects.items())): if self.menu_rects[i].collidepoint(self.mousex, self.mousey): self.menu['selected_option'] = i self.updated = True break if event.type == pg.MOUSEBUTTONDOWN: for i in range(len(self.menu_rects.items())): if self.menu_rects[i].collidepoint(self.mousex, self.mousey): action = 'enter' break # joystick if event.type == pg.JOYBUTTONDOWN: if event.button == J_BUTTONS['A']: action = 'enter' if event.type == pg.JOYAXISMOTION: if event.dict['axis'] == 1: if time.time() >= self.last_axis_motion + 0.3: if event.dict['value'] < -JOYSTICK_THRESHOLD: action = 'up' self.last_axis_motion = time.time() elif event.dict['value'] > JOYSTICK_THRESHOLD: action = 'down' self.last_axis_motion = time.time() if action == 'down': self.menu["selected_option"] += 1 self.menu["selected_option"] %= len(self.menu["options"]) self.updated = True elif action == 'up': self.menu["selected_option"] -= 1 self.menu["selected_option"] %= len(self.menu["options"]) self.updated = True elif action == 'enter': self.menu["options"][self.menu["selected_option"]]["func"](self)