Alec, this is actually a recent change I believe (after pygame 2.1), and
comes from our SDL backend.
It's been discussed in this Github issue, and I believe they've got an
environment variable that will do it.
https://github.com/pygame/pygame/issues/2962
what window has focus:
https://raw.githubusercontent.com/denilsonsa/pygame-joystick-test/master/pygame-joystick-test.py
And if I have multiple Pygame windows, they all catch all the joystick
events.
But with Pygame 2 the window needs focus to catch the joystick events.
If anyone wants to confirm
Good Day,
I have been able to successfully write a script to use the Playstation 3
controller via bluetooth on a Mac implementing pygame.Joystick. I am loosing
many functions of the controller though because the joystick class is limited
to typical joystick definitions. How can i get a copy of
Good Day,
Does anyone know what I can do to work on this project?
I have been able to successfully write a script to use the Playstation 3
controller via bluetooth on a Mac implementing pygame.Joystick. I am loosing
many functions of the controller though because the joystick class is limited
On Fri, Nov 23, 2012 at 12:10 AM, Stephen Smitherman srsmither...@gmail.com
wrote:
Good Day,
Does anyone know what I can do to work on this project?
I have been able to successfully write a script to use the Playstation 3
controller via bluetooth on a Mac implementing pygame.Joystick. I am
If anyone is interested in what i have so far it is not much but it works.
Check it out.
Pair a PS3 controller on Mac, then run the script.
import subprocess
import pygame
pygame.init()
ps3 = pygame.joystick.Joystick(0)
ps3.init()
while True:
try:
pygame.event.pump()
Sorry for the emails but incase someone runs into the same problem.
I delete the folder
/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/pygame
and it works again. Strange.
On Nov 22, 2012, at 9:16 PM, Stephen Smitherman srsmither...@gmail.com wrote:
Just try
Thumbstick, or Mouse Position, it would be
awesome if you could share how you found it out so I could use it as a
reference.
*From:* Lee Buckingham
*Sent:* Tuesday, December 06, 2011 12:53 AM
*To:* pygame-users@seul.org
*Subject:* Re: [pygame] [Pygame] Joystick Inputs
Hi Andrew,
For buttons I
: Lee Buckingham
Sent: Wednesday, December 07, 2011 12:04 PM
To: pygame-users@seul.org
Subject: Re: [pygame] [Pygame] Joystick Inputs
Inverse Tangent might be slightly easier since you don't need the hypotenuse in
the calculation. I've not used it before so if anyone has a slicker way of
doing
On Wed, Dec 7, 2011 at 5:49 PM, Andrew Godfroy killer...@hotmail.comwrote:
self.image = pygame.transform.rotate (self.image,
-angle_degrees)
Your problem is here.
1: You'll get some sort of markov-chain-esque decay of your image's quality
(because you're constantly rotating
-users@seul.org
Subject: Re: [pygame] [Pygame] Joystick Inputs
On Wed, Dec 7, 2011 at 5:49 PM, Andrew Godfroy killer...@hotmail.com wrote:
self.image = pygame.transform.rotate (self.image,
-angle_degrees)
Your problem is here.
1: You'll get some sort of markov-chain-esque
On Wed, Dec 7, 2011 at 7:51 PM, Andrew Godfroy killer...@hotmail.comwrote:
Alright, so If I’m getting you right, I should be using Rotozoom
instead of just rotate, and build in a check to see if the previous angle
is the same as the last one?
No. Think about what's happening. Try
, -angle_degrees)”
This way, it will call up the oldimage, and save to the new surface.
Thank you for your help Ian
From: Ian Mallett
Sent: Wednesday, December 07, 2011 10:05 PM
To: pygame-users@seul.org
Subject: Re: [pygame] [Pygame] Joystick Inputs
On Wed, Dec 7, 2011 at 7:51 PM, Andrew Godfroy
*Sent:* Wednesday, December 07, 2011 10:05 PM
*To:* pygame-users@seul.org
*Subject:* Re: [pygame] [Pygame] Joystick Inputs
On Wed, Dec 7, 2011 at 7:51 PM, Andrew Godfroy killer...@hotmail.comwrote:
Alright, so If I’m getting you right, I should be using Rotozoom
instead of just rotate
On Wed, Dec 7, 2011 at 8:25 PM, Andrew Godfroy killer...@hotmail.comwrote:
Alright, Thank you for explaining it to me :) Now that I know whats
happening I think I found a Solution. inside if my __init__ I added an
extra variable “self.oldimage = self.image” Then inside of the rotateimage
On Thu, Dec 8, 2011 at 12:36 AM, Ian Mallett geometr...@gmail.com wrote:
Except in the trivial case, the rotated image will still be a different
size, of course. Remember to offset the image correctly (I recommend
calling .get_width() and .get_height()) and then subtracting half that from
-users@seul.org
Subject: Re: [pygame] [Pygame] Joystick Inputs
Hi Andrew,
For buttons I use this:
if event.type == pygame.JOYBUTTONDOWN:
if event.button == whatever...:
etc
if event.type == pygame.JOYBUTTONUP:
and so on...
For analog control and d-pads you have to check
Hey,
I have been trying to experiment with Joysticks, hoping that I will be
able to use on in my project. I'm having a little trouble with
actually figuring out how to get stated as the only code I have found
online has been to just get the values for what all the buttons,
axis's, and hats are. I
Alright, I just checked over my question and I noticed I wasn’t exactly clear
what I was looking for...
What I am asking is how do I work the event handler for checking joystick
commands such as if the Left Thumbstick-[0] or [1]- moves, or if the A
button-[0]- is pressed
Does anyone know how
On 11/28/07, Joe Johnston [EMAIL PROTECTED] wrote:
Thanks Ian for the initial response. I agree with Ethan that the import
statement isn't likely to be the cause of the problem. That simply
imports symbols into the current namespace.
OK. I thought it might not work, but then, it was a guess.
Hello Pygamers,
I've got some weird behavior regarding joystick control that may be a
FAQ. If so, please point me to the right URL.
It seems that if I use pygame.event.get() to read joystick events, I end
up missing some during rapid joystick axes changes.
Full code for this is here:
At a quick glance, I would say the problem perhaps lies in the absence of:
from pygame.locals import *
. That usually fixes stuff for me.
Hope this helps,
Ian
Ian Mallett wrote:
At a quick glance, I would say the problem perhaps lies in the absence of:
from pygame.locals import *
. That usually fixes stuff for me.
I'm pretty sure that isn't the issue.
I've had similar problems as Joe Johnston in the past when working
with joysticks. Generally
Ethan Glasser-Camp wrote:
I've had similar problems as Joe Johnston in the past when working
with joysticks. Generally what's going on is that the joystick driver
is holding information and only updating a few times a second,
whereas if you're going to read gestures, a la Street Fighter, the
I'm using a Logitech gamepad with PyGame and I've found that there
are serious problems with centering.
Using the code below to print out x and y values from the right-hand
joystick on the gamepad, I get the numbers below. There are a couple
of spurious values in there, especially at the
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