Python pygame.JOYBUTTONUP Examples
The following are 3
code examples of pygame.JOYBUTTONUP().
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Example #1
Source File: event_handling.py From stuntcat with GNU Lesser General Public License v2.1 | 5 votes |
def check_button(self, pg_event): try: button = self.event_map[pg_event.button] if pg_event.type == pg.JOYBUTTONDOWN: self.press(button) elif pg_event.type == pg.JOYBUTTONUP: self.release(button) except (KeyError, AttributeError): pass
Example #2
Source File: controller.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def getInputs(self,_event,_push = True, _outputOnRelease = True): if _event.type not in [pygame.JOYAXISMOTION, pygame.JOYBUTTONDOWN, pygame.JOYBUTTONUP]: return None k = None output = True if _event.type == pygame.JOYAXISMOTION: #getJoystickInput will get a pad and an axis, and return the value of that stick #by checking it along with the other axis of that joystick, if there is one. k = self.key_bindings.getJoystickInput(_event.joy,_event.axis,_event.value) if k and k in self.keys_held: k = None if k and k not in self.keys_held: self.keys_held.append(k) if k and _push: self.keys_to_pass.append(k) if k == 0: output = output and _outputOnRelease a, b = self.key_bindings.axis_bindings.get(_event.axis) if a in self.keys_held: self.keys_held.remove(a) if b in self.keys_held: self.keys_held.remove(b) if _push: self.keys_to_release.extend([a,b]) elif _event.type == pygame.JOYBUTTONDOWN: #getButtonInput is much more simple. It gets the key that button is mapped to k = self.key_bindings.getButtonInput(_event.joy,_event.button) elif _event.type == pygame.JOYBUTTONUP: output = output and _outputOnRelease k = self.key_bindings.getButtonInput(_event.joy,_event.button) if k: if _event.type == pygame.JOYBUTTONDOWN: if k not in self.keys_held: self.keys_held.append(k) if _push: self.keys_to_pass.append(k) elif _event.type == pygame.JOYBUTTONUP: if k in self.keys_held: self.keys_held.remove(k) if _push: self.keys_to_release.append(k) if output: return k return None
Example #3
Source File: games_pi_only.py From ledmatrix with BSD 2-Clause "Simplified" License | 4 votes |
def shutdownScreen(): if PI: device.clear(); device.show(); drawImage('/home/pi/shutdown.bmp') show_message(device,"Press Select to shutdown!",fill="white", font=proportional(CP437_FONT), scroll_delay=0.01) else: drawImage('shutdown.bmp') while True: pygame.event.pump() for event in pygame.event.get(): # User did something # print("event detected {}".format(event)) # Possible joystick actions: JOYAXISMOTION JOYBALLMOTION JOYBUTTONDOWN JOYBUTTONUP JOYHATMOTION if event.type == pygame.JOYBUTTONDOWN or event.type == KEYDOWN: if event.type == pygame.JOYBUTTONDOWN: myevent = event.button else: if event.key in mykeys: myevent = mykeys[event.key] else: myevent = -1 # print("Joystick button pressed: {}".format(event.button)) if (myevent!=JKEY_SEL): # print("exiting clock") clearScreen() updateScreen() return else: if not PI: terminate() else: clearScreen() updateScreen() show_message(device,"Shutdown...",fill="white", font=proportional(CP437_FONT), scroll_delay=0.01) subprocess.Popen(['shutdown','-h','now']) #call("sudo nohup shutdown -h now", shell=True) terminate() if event.type == pygame.QUIT: # get all the QUIT events terminate() # terminate if any QUIT events are present updateScreen() time.sleep(.2)