import pygame import time JOY_EVENT = 7 JOY_EVENT_2 = 10 KEY_EVENT = 2 KEY_RELEASE = 3 X = 0 Y = 1 (LEFT, RIGHT, UP, DOWN, DROP, DIE, RELEASE) = range(7) KEY_LEFT = 276 KEY_UP = 273 KEY_DOWN = 274 KEY_RIGHT = 275 KEY_A = 97 KEY_S = 115 KEY_D = 100 KEY_W = 119 KEY_SPACE = 32 KEY_ESC = 27 DIRECTIONS = {0:'LEFT', 1:'RIGHT', 2:'UP', 3:'DOWN', 5:'DROP', 6:'DIE'} class DdrInput(object): """ DdrInput is a class to get input from the particular DDR pads and adapters we have. It is not general or cross platform. It uses pygame. For something more general, use pad.py in the pydance library. The pydance library doesn't work with our adapter, so we had to write our own code. A few lines of code here are borrowed from the pydance library. DEBUG MODE: Use the arrow keys. Hold down a modifier (alt, control, etc.) to get player 2 """ def __init__(self, debug_mode=True): """ Debug mode prints inputs from the ddr pads and also enables the keyboard as an input """ pygame.init() #safe to call multiple times self.init_joysticks() #This is just so that we can get key presses in the demo. remove when we plug it into a ui screen = pygame.display.set_mode((640, 480)) self.debug_mode = debug_mode self.active_inputs = {} def init_joysticks(self): pygame.joystick.init() try: totaljoy = pygame.joystick.get_count() except: totaljoy = 0 print totaljoy, 'joysticks loaded' for i in range(totaljoy): m = pygame.joystick.Joystick(i) m.init() def reset(self): pygame.event.clear() def poll(self): """ Returns a tuple of player index (0 or 1) and move, LEFT, RIGHT, UP, DOWN. Returns None if there is no new input. Only returns 1 input at a time. """ event = pygame.event.poll() player_move = None if event.type == JOY_EVENT: player_index, player_move = self.handle_joy_event(event) if self.debug_mode: print (player_index, player_move) if self.debug_mode: if event.type == KEY_EVENT or event.type == KEY_RELEASE: (player_index, player_move) = self.handle_key_event(event) if player_move != None: if player_move == RELEASE: self.active_inputs[player_index] = None return None else: print 'setting active input' self.active_inputs[player_index] = (.5, time.time(), player_move) return (player_index, player_move) else: for player_index in self.active_inputs: if self.active_inputs[player_index] != None: (fallback_start, start_time, move) = self.active_inputs[player_index] if time.time() - start_time > fallback_start: fallback_start /= 2 fallback_start = max(.1, fallback_start) start_time = time.time() self.active_inputs[player_index] = (fallback_start, start_time, move) return (player_index, move) return None def handle_joy_event(self, event): player_index = event.joy #there may be a tricky quick way to code this, but this is more readable #value == 0 -> released player_move = None #if event.type == JOY_EVENT_2: # player_move = DROP # return (player_index, player_move) #if event.type == JOY_EVENT_2+1: # player_move = RELEASE # return (player_index, player_move) if event.axis == X: if event.value < 0: player_move = LEFT elif event.value > 0: player_move = RIGHT else: if event.value > 0: player_move = DOWN elif event.value < 0: player_move = UP if event.value == 0: player_move = RELEASE return player_index, player_move def handle_key_event(self, event): if event.key == KEY_LEFT: player_index = 1 player_move = LEFT elif event.key == KEY_RIGHT: player_index = 1 player_move = RIGHT elif event.key == KEY_DOWN: player_index = 1 player_move = DOWN elif event.key == KEY_UP: player_index = 1 player_move = UP elif event.key == KEY_A: player_index = 0 player_move = LEFT elif event.key == KEY_D: player_index = 0 player_move = RIGHT elif event.key == KEY_S: player_index = 0 player_move = DOWN elif event.key == KEY_W: player_index = 0 player_move = UP elif event.key == KEY_ESC: player_index = 2 player_move = DIE elif event.key == KEY_SPACE: player_index = 1 player_move = DROP if event.type == KEY_RELEASE: player_move = RELEASE return (player_index, player_move)