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- # Yep I didn't even deleted the comments form pygame example and left camelCase.
- import pygame
- import math
- # imports for i2c board control
- from board import SCL, SDA
- import busio
- from adafruit_pca9685 import PCA9685
- from adafruit_motor import servo
- import time
- i2c = busio.I2C(SCL, SDA)
- pca = PCA9685(i2c)
- pca.frequency = 100
- servo0 = servo.Servo(pca.channels[0], min_pulse=1000, max_pulse=2000)
- servo1 = servo.Servo(pca.channels[1], min_pulse=1000, max_pulse=2000)
- servo2 = servo.Servo(pca.channels[2], min_pulse=1000, max_pulse=2000)
- servo3 = servo.Servo(pca.channels[4], min_pulse=1000, max_pulse=2000)
- print("i2c done")
- def valmap(value, istart=-1.0, istop=1.0, ostart=0, ostop=180):
- return ostart + (ostop - ostart) * ((value - istart) / (istop - istart))
- def truncate_float(val, d_place):
- tens = 10**d_place
- if val > 0:
- return math.floor(val*tens)/tens
- else:
- return math.ceil(val*tens)/tens
- axax=[0,0,0,0,0,0]
- # Define some colors.
- BLACK = pygame.Color('black')
- WHITE = pygame.Color('white')
- # This is a simple class that will help us print to the screen.
- # It has nothing to do with the joysticks, just outputting the
- # information.
- class TextPrint(object):
- def __init__(self):
- self.reset()
- self.font = pygame.font.Font(None, 20)
- def tprint(self, screen, textString):
- textBitmap = self.font.render(textString, True, BLACK)
- screen.blit(textBitmap, (self.x, self.y))
- self.y += self.line_height
- def reset(self):
- self.x = 10
- self.y = 10
- self.line_height = 15
- def indent(self):
- self.x += 10
- def unindent(self):
- self.x -= 10
- pygame.init()
- # Set the width and height of the screen (width, height).
- screen = pygame.display.set_mode((500, 700))
- pygame.display.set_caption("My Game")
- # Loop until the user clicks the close button.
- done = False
- # Used to manage how fast the screen updates.
- clock = pygame.time.Clock()
- # Initialize the joysticks.
- pygame.joystick.init()
- # Get ready to print.
- textPrint = TextPrint()
- # -------- Main Program Loop -----------
- while not done:
- #
- # EVENT PROCESSING STEP
- #
- # Possible joystick actions: JOYAXISMOTION, JOYBALLMOTION, JOYBUTTONDOWN,
- # JOYBUTTONUP, JOYHATMOTION
- for event in pygame.event.get(): # User did something.
- if event.type == pygame.QUIT: # If user clicked close.
- done = True # Flag that we are done so we exit this loop.
- elif event.type == pygame.JOYBUTTONDOWN:
- print("Joystick button pressed.")
- elif event.type == pygame.JOYBUTTONUP:
- print("Joystick button released.")
- #
- # DRAWING STEP
- #
- # First, clear the screen to white. Don't put other drawing commands
- # above this, or they will be erased with this command.
- screen.fill(WHITE)
- textPrint.reset()
- # Get count of joysticks.
- joystick_count = pygame.joystick.get_count()
- textPrint.tprint(screen, "Number of joysticks: {}".format(joystick_count))
- textPrint.indent()
- # For each joystick:
- for i in range(joystick_count):
- joystick = pygame.joystick.Joystick(i)
- joystick.init()
- textPrint.tprint(screen, "Joystick {}".format(i))
- textPrint.indent()
- # Get the name from the OS for the controller/joystick.
- name = joystick.get_name()
- textPrint.tprint(screen, "Joystick name: {}".format(name))
- # Usually axis run in pairs, up/down for one, and left/right for
- # the other.
- axes = joystick.get_numaxes()
- textPrint.tprint(screen, "Number of axes: {}".format(axes))
- textPrint.indent()
- # here is where magic happens :P
- used_axes = [0,1,3,4] #on rasberry PI
- for i in used_axes:
- axis = joystick.get_axis(i)
- textPrint.tprint(screen, "Axis {} value: {:>6.3f} {}".format(i, axis, int(valmap(axis))))
- axax[i] = int(valmap(axis))
- textPrint.unindent()
- servo0.angle = axax[0]
- servo1.angle = axax[1]
- servo2.angle = axax[3]
- servo3.angle = axax[4]
- buttons = joystick.get_numbuttons()
- textPrint.tprint(screen, "Number of buttons: {}".format(buttons))
- textPrint.indent()
- for i in range(buttons):
- button = joystick.get_button(i)
- textPrint.tprint(screen,
- "Button {:>2} value: {}".format(i, button))
- textPrint.unindent()
- hats = joystick.get_numhats()
- textPrint.tprint(screen, "Number of hats: {}".format(hats))
- textPrint.indent()
- # Hat position. All or nothing for direction, not a float like
- # get_axis(). Position is a tuple of int values (x, y).
- for i in range(hats):
- hat = joystick.get_hat(i)
- textPrint.tprint(screen, "Hat {} value: {}".format(i, str(hat)))
- textPrint.unindent()
- textPrint.unindent()
- # DEBUG:
- #
- # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
- #
- # Go ahead and update the screen with what we've drawn.
- pygame.display.flip()
- # Limit to 20 frames per second.
- clock.tick(200)
- # Close the window and quit.
- # If you forget this line, the program will 'hang'
- # on exit if running from IDLE.
- pygame.quit()
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