Game Controller/Joystick#
sprite_move_joystick.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 | """
Move Sprite with Joystick
Simple program to show basic sprite usage.
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_move_joystick
"""
import arcade
import os
SPRITE_SCALING = 0.5
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Move Sprite with Joystick Example"
MOVEMENT_SPEED = 5
DEAD_ZONE = 0.05
class Player(arcade.Sprite):
""" Player sprite """
def __init__(self, filename, scale):
super().__init__(filename, scale)
# Get list of game controllers that are available
joysticks = arcade.get_joysticks()
# If we have any...
if joysticks:
# Grab the first one in the list
self.joystick = joysticks[0]
# Open it for input
self.joystick.open()
# Push this object as a handler for joystick events.
# Required for the on_joy* events to be called.
self.joystick.push_handlers(self)
else:
# Handle if there are no joysticks.
print("There are no joysticks, plug in a joystick and run again.")
self.joystick = None
def update(self):
""" Move the player """
# If there is a joystick, grab the speed.
if self.joystick:
# x-axis
self.change_x = self.joystick.x * MOVEMENT_SPEED
# Set a "dead zone" to prevent drive from a centered joystick
if abs(self.change_x) < DEAD_ZONE:
self.change_x = 0
# y-axis
self.change_y = -self.joystick.y * MOVEMENT_SPEED
# Set a "dead zone" to prevent drive from a centered joystick
if abs(self.change_y) < DEAD_ZONE:
self.change_y = 0
# Move the player
self.center_x += self.change_x
self.center_y += self.change_y
# Keep from moving off-screen
if self.left < 0:
self.left = 0
elif self.right > SCREEN_WIDTH - 1:
self.right = SCREEN_WIDTH - 1
if self.bottom < 0:
self.bottom = 0
elif self.top > SCREEN_HEIGHT - 1:
self.top = SCREEN_HEIGHT - 1
# noinspection PyMethodMayBeStatic
def on_joybutton_press(self, _joystick, button):
""" Handle button-down event for the joystick """
print("Button {} down".format(button))
# noinspection PyMethodMayBeStatic
def on_joybutton_release(self, _joystick, button):
""" Handle button-up event for the joystick """
print("Button {} up".format(button))
# noinspection PyMethodMayBeStatic
def on_joyhat_motion(self, _joystick, hat_x, hat_y):
""" Handle hat events """
print("Hat ({}, {})".format(hat_x, hat_y))
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
"""
Initializer
"""
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Call the parent class initializer
super().__init__(width, height, title)
# Variables that will hold sprite lists
self.all_sprites_list = None
# Set up the player info
self.player_sprite = None
# Set the background color
arcade.set_background_color(arcade.color.AMAZON)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.all_sprites_list = arcade.SpriteList()
# Set up the player
self.player_sprite = Player(":resources:images/animated_characters/female_person/"
"femalePerson_idle.png", SPRITE_SCALING)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 50
self.all_sprites_list.append(self.player_sprite)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
# Draw all the sprites.
self.all_sprites_list.draw()
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on all sprites (The sprites don't do much in this
# example though.)
self.all_sprites_list.update()
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.player_sprite.change_y = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.change_y = -MOVEMENT_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player_sprite.change_y = 0
elif key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def main():
""" Main function """
window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
window.setup()
arcade.run()
if __name__ == "__main__":
main()
|