Reputation: 111
I am using the pygame.joystick method to use joysticks in my game, however, my code can only detect the model of the joystick, and cannot detect what buttons are down.
import pygame
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
# This is a simple class that will help us print to the screen
# It has nothing to do with the joysticks, just outputting the
# information.
class TextPrint:
def __init__(self):
self.reset()
self.font = pygame.font.Font(None, 20)
def print(self, screen, textString):
textBitmap = self.font.render(textString, True, BLACK)
screen.blit(textBitmap, [self.x, self.y])
self.y += self.line_height
def reset(self):
self.x = 10
self.y = 10
self.line_height = 15
def indent(self):
self.x += 10
def unindent(self):
self.x -= 10
pygame.init()
# Set the width and height of the screen [width,height]
size = [500, 700]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("My Game")
#Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Initialize the joysticks
pygame.joystick.init()
# Get ready to print
textPrint = TextPrint()
# -------- Main Program Loop -----------
while done==False:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
if event.type == pygame.JOYBUTTONDOWN:
print("Joystick button pressed.")
if event.type == pygame.JOYBUTTONUP:
print("Joystick button released.")
print('EVENT')
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill(WHITE)
textPrint.reset()
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
textPrint.print(screen, "Number of joysticks: {}".format(joystick_count) )
textPrint.indent()
# For each joystick:
for i in range(joystick_count):
joystick = pygame.joystick.Joystick(i)
joystick.init()
textPrint.print(screen, "Joystick {}".format(i) )
textPrint.indent()
# Get the name from the OS for the controller/joystick
name = joystick.get_name()
textPrint.print(screen, "Joystick name: {}".format(name) )
# Usually axis run in pairs, up/down for one, and left/right for
# the other.
axes = joystick.get_numaxes()
textPrint.print(screen, "Number of axes: {}".format(axes) )
textPrint.indent()
for i in range( axes ):
axis = joystick.get_axis( i )
textPrint.print(screen, "Axis {} value: {:>6.3f}".format(i, axis) )
textPrint.unindent()
buttons = joystick.get_numbuttons()
textPrint.print(screen, "Number of buttons: {}".format(buttons) )
textPrint.indent()
for i in range( buttons ):
button = joystick.get_button( i )
textPrint.print(screen, "Button {:>2} value: {}".format(i,button) )
textPrint.unindent()
# Hat switch. All or nothing for direction, not like joysticks.
# Value comes back in an array.
hats = joystick.get_numhats()
textPrint.print(screen, "Number of hats: {}".format(hats) )
textPrint.indent()
for i in range( hats ):
hat = joystick.get_hat( i )
textPrint.print(screen, "Hat {} value: {}".format(i, str(hat)) )
textPrint.unindent()
textPrint.unindent()
# ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 20 frames per second
clock.tick(20)
# Close the window and quit.
# If you forget this line, the program will 'hang'
# on exit if running from IDLE.
pygame.quit ()
Here is the code I used to test my joystick: here Sorry, I had to make it a drive document.
Upvotes: 2
Views: 1225
Reputation: 14906
The code is initialising the joysticks every update-loop. It's only necessary to initialise it once. I think it's best to move all your initialisation code into a single function. I suspect the constant re-initialisation of the joystick is interfering its proper functioning.
def initialiseJoysticks():
"""Initialise all joysticks, returning a list of pygame.joystick.Joystick"""
joysticks = [] # for returning
# Initialise the Joystick sub-module
pygame.joystick.init()
# Get count of joysticks
joystick_count = pygame.joystick.get_count()
# For each joystick:
for i in range( joystick_count ):
joystick = pygame.joystick.Joystick( i )
joystick.init()
# NOTE: Some examples discard joysticks where the button-count
# is zero. Maybe this is a common problem.
joysticks.append( joystick )
# TODO: Print all the statistics about the joysticks
if ( len( joysticks ) == 0 ):
print( "No joysticks found" )
else:
for i,joystk in enumerate( joysticks ):
print("Joystick %d is named [%s]" % ( i, joystk.get_name() ) )
# etc.
return joysticks
Then in your main code, call this initialiser once, outside the loop.
done = False
all_joysticks = initialiseJoysticks()
# -------- Main Program Loop -----------
while not done:
# EVENT PROCESSING STEP
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
# Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION
elif event.type == pygame.JOYAXISMOTION:
axis = [ 'X', 'Y' ]
print( "joystick: %d, movement: %4.2f in the %s-axis" % ( event.joy, event.value, axis[event.axis] ) )
elif event.type == pygame.JOYBUTTONDOWN:
#print( "Joystick button pressed." )
pass
elif event.type == pygame.JOYBUTTONUP:
print( 'joystick: %d, button: %d' % ( event.joy, event.button ) )
# DRAWING STEP
# First, clear the screen to white. Don't put other drawing commands
# above this, or they will be erased with this command.
screen.fill( WHITE )
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 20 frames per second
clock.tick( 20 )
# exit
pygame.quit()
Upvotes: 1