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
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