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
|
# ddrinput.py
# Copyright (C) 2011 Russell Cohen <rcoh@mit.edu>,
# Leah Alpert <lalpert@mit.edu>
#
# This file is part of Burton-Conner Tetris Battle.
#
# Burton-Conner Tetris Battle is free software: you can redistribute it
# and/or modify it under the terms of the GNU General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# Burton-Conner Tetris Battle is distributed in the hope that it will be
# useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Burton-Conner Tetris Battle. If not, see
# <http://www.gnu.org/licenses/>.
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)
|