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= pygame.key = pygame中与键盘相关的模块 这个模块包含处理键盘的函数。 当键盘的按键被按下时,事件队列会得到pygame.KEYDOWN和pygame.KEYUP事件。这两个事件都有一个叫做key的整型属性表示键盘上的键。pygame.KEYDOWN事件还有一个额外的属性unicode,表示键盘输入的转后对应的字符。这个字符会考虑shift键和其它组合键的状态。 有很多键盘相关的常量,他们表示键盘上的键。下面是所有键盘常量的列表: {{{ KeyASCII ASCII Common Name K_BACKSPACE \b backspace K_TAB \t tab K_CLEAR clear K_RETURN \r return K_PAUSE pause K_ESCAPE ^[ escape K_SPACE space K_EXCLAIM ! exclaim K_QUOTEDBL " quotedbl K_HASH # hash K_DOLLAR $ dollar K_AMPERSAND & ampersand K_QUOTE quote K_LEFTPAREN ( left parenthesis K_RIGHTPAREN ) right parenthesis K_ASTERISK * asterisk K_PLUS + plus sign K_COMMA , comma K_MINUS - minus sign K_PERIOD . period K_SLASH / forward slash K_0 0 0 K_1 1 1 K_2 2 2 K_3 3 3 K_4 4 4 K_5 5 5 K_6 6 6 K_7 7 7 K_8 8 8 K_9 9 9 K_COLON : colon K_SEMICOLON ; semicolon K_LESS < less-than sign K_EQUALS = equals sign K_GREATER > greater-than sign K_QUESTION ? question mark K_AT @ at K_LEFTBRACKET [ left bracket K_BACKSLASH \ backslash K_RIGHTBRACKET ] right bracket K_CARET ^ caret K_UNDERSCORE _ underscore K_BACKQUOTE ` grave K_a a a K_b b b K_c c c K_d d d K_e e e K_f f f K_g g g K_h h h K_i i i K_j j j K_k k k K_l l l K_m m m K_n n n K_o o o K_p p p K_q q q K_r r r K_s s s K_t t t K_u u u K_v v v K_w w w K_x x x K_y y y K_z z z K_DELETE delete K_KP0 keypad 0 K_KP1 keypad 1 K_KP2 keypad 2 K_KP3 keypad 3 K_KP4 keypad 4 K_KP5 keypad 5 K_KP6 keypad 6 K_KP7 keypad 7 K_KP8 keypad 8 K_KP9 keypad 9 K_KP_PERIOD . keypad period K_KP_DIVIDE / keypad divide K_KP_MULTIPLY * keypad multiply K_KP_MINUS - keypad minus K_KP_PLUS + keypad plus K_KP_ENTER \r keypad enter K_KP_EQUALS = keypad equals K_UP up arrow K_DOWN down arrow K_RIGHT right arrow K_LEFT left arrow K_INSERT insert K_HOME home K_END end K_PAGEUP page up K_PAGEDOWN page down K_F1 F1 K_F2 F2 K_F3 F3 K_F4 F4 K_F5 F5 K_F6 F6 K_F7 F7 K_F8 F8 K_F9 F9 K_F10 F10 K_F11 F11 K_F12 F12 K_F13 F13 K_F14 F14 K_F15 F15 K_NUMLOCK numlock K_CAPSLOCK capslock K_SCROLLOCK scrollock K_RSHIFT right shift K_LSHIFT left shift K_RCTRL right ctrl K_LCTRL left ctrl K_RALT right alt K_LALT left alt K_RMETA right meta K_LMETA left meta K_LSUPER left windows key K_RSUPER right windows key K_MODE mode shift K_HELP help K_PRINT print screen K_SYSREQ sysrq K_BREAK break K_MENU menu K_POWER power K_EURO euro }}} 键盘还有一组修饰键的状态,可以通过位或把它们组合起来: {{{ KMOD_NONE, KMOD_LSHIFT, KMOD_RSHIFT, KMOD_SHIFT, KMOD_CAPS, KMOD_LCTRL, KMOD_RCTRL, KMOD_CTRL, KMOD_LALT, KMOD_RALT, KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, KMOD_MODE }}} == pygame.key.get_focused == 如果display取得了系统的键盘输入焦点,返回True。 {{{ pygame.key.get_focused(): return bool }}} 当键盘从系统获得输入焦点时,这个函数返回True。如果display要保证它不失去输入焦点,则可以使用pygame.event.set_grab函数来捕获所有的输入。 == pygame.key.get_pressed == 取得所有键盘按键的状态 {{{ pygame.key.get_pressed(): return bools }}} 返回一组布尔值,表示键盘上每个按键的状态。使用按键常量来索引这个数组。如果值为True,表示这个键被按下了。 用这个函数获取所有按键的状态列表不是处理用户输入文字的正确方法。你不知道键被按下的顺序。一个按键如果在两次pygame.key.get_pressed调用之间被按下,那这次按键可能完全察觉不到。也没有办法把这些按键转换成对应的字符值。参看pygame.KEYDOWN事件来正确实现这个功能。 == pygame.key.get_mods == 确定哪些修饰键被按下了 {{{ pygame.key.get_mods(): return int }}} 返回一个整数,包含所有修饰键组成的位。使用位操作你可以测试某个修饰键(shift键、capslock键等等)是否被按下了。 == pygame.key.set_mods == 临时设置哪些修饰键被按下 {{{ pygame.key.set_mods(int): return None }}} 创建一个由修饰键状态位组成的整数,包含你希望系统所应该处的状态。 == pygame.key.set_repeat == 控制一直按住的键如何重复 {{{ pygame.key.set_repeat(): return None pygame.key.set_repeat(delay, interval): return None }}} 当键盘重复被开启时,所有被按住不放的键会重复产生pygame.KEYDOWN事件。delay是第一个重复的pygame.KEYDOWN发生前的毫秒数。之后其它的pygame.KEYDOWN会以interval毫秒为间隔发送。如果没有传递参数,重复功能会被禁止。 当pygame初始化时,重复功能是禁止的。 == pygame.key.name == 获取一个键的名字 {{{ pygame.key.name(key): return string }}} 从一个键的标识常量获得这个键的描述性名称。 |
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pygame module to work with the mouse pygame.mouse.get_pressed - get the state of the mouse buttons get the state of the mouse buttons pygame.mouse.get_pos - get the mouse cursor position get the mouse cursor position pygame.mouse.get_rel - get the amount of mouse movement get the amount of mouse movement pygame.mouse.set_pos - set the mouse cursor position set the mouse cursor position pygame.mouse.set_visible - hide or show the mouse cursor hide or show the mouse cursor pygame.mouse.get_focused - check if the display is receiving mouse input check if the display is receiving mouse input pygame.mouse.set_cursor - set the image for the system mouse cursor set the image for the system mouse cursor pygame.mouse.get_cursor - get the image for the system mouse cursor get the image for the system mouse cursor The mouse functions can be used to get the current state of the mouse device. These functions can also alter the system cursor for the mouse. When the display mode is set, the event queue will start receiving mouse events. The mouse buttons generate pygame.MOUSEBUTTONDOWN and pygame.MOUSEBUTTONUP events when they are pressed and released. These events contain a button attribute representing which button was pressed. The mouse wheel will generate pygame.MOUSEBUTTONDOWN events when rolled. The button will be set to 4 when the wheel is rolled up, and to button 5 when the wheel is rolled down. Anytime the mouse is moved it generates a pygame.MOUSEMOTION event. The mouse movement is broken into small and accurate motion events. As the mouse is moving many motion events will be placed on the queue. Mouse motion events that are not properly cleaned from the event queue are the primary reason the event queue fills up. If the mouse cursor is hidden, and input is grabbed to the current display the mouse will enter a virtual input mode, where the relative movements of the mouse will never be stopped by the borders of the screen. See the functions pygame.mouse.set_visible - hide or show the mouse cursor and pygame.event.set_grab - control the sharing of input devices with other applications to get this configured. |
pygame中处理鼠标的模块 鼠标函数可以用来获取鼠标设备的当前状态。这些函数也可以用来改变系统鼠标指针。 当显示模式设置后,事件队列就会开始收到鼠标事件。当按下和释放鼠标的按键时,会产生pygame.MOUSEBUTTONDOWN和pygame.MOUSEBUTTONUP事件。这些事件包含一个button属性表示哪些键被按下。滚动鼠标滚轮会产生pygame.MOUSEBUTTONDOWN事件。当向上滚动滚轮时button的值是4,向下滚动时button的值是5。当移动鼠标时,会产生pygame.MOUSEMOTION事件。鼠标移动事件会被分解成一组较小的精确的移动事件。当鼠标移动时,会有很多事件被放在队列中。鼠标移动事件没有被正确的清除,常常是事件队列被填满的主要原因。 如果鼠标指针被隐藏,输入被当前的display捕获,鼠标会进入虚拟输入模式,这种模式下鼠标的相对位移不会收到屏幕边界的影响。参看pygame.mouse.set_visible和pygame.event.set_grab函数来实现这样的模式。 |
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pygame module for interacting with joystick devices The joystick module manages the joystick devices on a computer (there can be more than one). Joystick devices include trackballs and video-game-style gamepads, and the module allows the use of multiple buttons and "hats". == pygame.joystick.init == initialize the joystick module pygame.joystick.init(): return None This function is called automatically by pygame.init - initialize all imported pygame modules. It initializes the joystick module. This will scan the system for all joystick devices. The module must be initialized before any other functions will work. It is safe to call this function more than once. == pygame.joystick.quit == uninitialize the joystick module pygame.joystick.quit(): return None Uninitialize the joystick module. After you call this any existing joystick objects will no longer work. It is safe to call this function more than once. == pygame.joystick.get_init == true if the joystick module is initialized pygame.joystick.get_init(): return bool Test if the pygame.joystick.init - initialize the joystick module function has been called. == pygame.joystick.get_count == number of joysticks on the system pygame.joystick.get_count(): return count Return the number of joystick devices on the system. The count will be 0 if there are no joysticks on the system. When you create Joystick objects using Joystick(id), you pass an integer that must be lower than this count. == pygame.joystick.Joystick == create a new Joystick object pygame.joystick.Joystick(id): return Joystick Joystick.init - initialize the Joystick initialize the Joystick Joystick.quit - uninitialize the Joystick uninitialize the Joystick Joystick.get_init - check if the Joystick is initialized check if the Joystick is initialized Joystick.get_id - get the Joystick ID get the Joystick ID Joystick.get_name - get the Joystick system name get the Joystick system name Joystick.get_numaxes - get the number of axes on a Joystick get the number of axes on a Joystick Joystick.get_axis - get the current position of an axis get the current position of an axis Joystick.get_numballs - get the number of trackballs on a Joystick get the number of trackballs on a Joystick Joystick.get_ball - get the relative position of a trackball get the relative position of a trackball Joystick.get_numbuttons - get the number of buttons on a Joystick get the number of buttons on a Joystick Joystick.get_button - get the current button state get the current button state Joystick.get_numhats - get the number of hat controls on a Joystick get the number of hat controls on a Joystick Joystick.get_hat - get the position of a joystick hat get the position of a joystick hat Create a new joystick to access a physical device. The id argument must be a value from 0 to pygame.joystick.get_count()-1. To access most of the Joystick methods, you'll need to init() the Joystick. This is separate from making sure the joystick module is initialized. When multiple Joysticks objects are created for the same physical joystick device (i.e., they have the same ID number), the state and values for those Joystick objects will be shared. The Joystick object allows you to get information about the types of controls on a joystick device. Once the device is initialized the Pygame event queue will start receiving events about its input. You can call the Joystick.get_name - get the Joystick system name and Joystick.get_id - get the Joystick ID functions without initializing the Joystick object. January 14, 2006 10:59pm - Anonymous I have both a four button and two button joystick. (Two for older games). What they have in common is that when I pull the joystick in any direction it goes FULL BLAST. I need a joystick which will move SLOWLY with a minimal turn rather than a MAXIMUM turn upon any movement of the joy stick. Is there any way to make the joystick move a little bit with small movements of the stick? If I want maximum movement I would pull the stick FULL in that direction! Please advise [email protected] Joystick.init initialize the Joystick Joystick.init(): return None The Joystick must be initialized to get most of the information about the controls. While the Joystick is initialized the Pygame event queue will receive events from the Joystick input. It is safe to call this more than once. Joystick.quit uninitialize the Joystick Joystick.quit(): return None This will unitialize a Joystick. After this the Pygame event queue will no longer receive events from the device. It is safe to call this more than once. Joystick.get_init check if the Joystick is initialized Joystick.get_init(): return bool Returns True if the init() method has already been called on this Joystick object. Joystick.get_id get the Joystick ID Joystick.get_id(): return int Returns the integer ID that represents this device. This is the same value that was passed to the Joystick() constructor. This method can safely be called while the Joystick is not initialized. Joystick.get_name get the Joystick system name Joystick.get_name(): return string Returns the system name for this joystick device. It is unknown what name the system will give to the Joystick, but it should be a unique name that identifies the device. This method can safely be called while the Joystick is not initialized. Joystick.get_numaxes get the number of axes on a Joystick Joystick.get_numaxes(): return int Returns the number of input axes are on a Joystick. There will usually be two for the position. Controls like rudders and throttles are treated as additional axes. The pygame.JOYAXISMOTION events will be in the range from -1.0 to 1.0. A value of 0.0 means the axis is centered. Gamepad devices will usually be -1, 0, or 1 with no values in between. Older analog joystick axes will not always use the full -1 to 1 range, and the centered value will be some area around 0. Analog joysticks usually have a bit of noise in their axis, which will generate a lot of rapid small motion events. Joystick.get_axis get the current position of an axis Joystick.get_axis(axis_number): return float Returns the current position of a joystick axis. The value will range from -1 to 1 with a value of 0 being centered. You may want to take into account some tolerance to handle jitter, and joystick drift may keep the joystick from centering at 0 or using the full range of position values. The axis number must be an integer from zero to get_numaxes()-1. Joystick.get_numballs get the number of trackballs on a Joystick Joystick.get_numballs(): return int Returns the number of trackball devices on a Joystick. These devices work similar to a mouse but they have no absolute position; they only have relative amounts of movement. The pygame.JOYBALLMOTION event will be sent when the trackball is rolled. It will report the amount of movement on the trackball. Joystick.get_ball get the relative position of a trackball Joystick.get_ball(ball_number): return x, y Returns the relative movement of a joystick button. The value is a x, y pair holding the relative movement since the last call to get_ball. The ball number must be an integer from zero to get_numballs()-1. Joystick.get_numbuttons get the number of buttons on a Joystick Joystick.get_numbuttons(): return int Returns the number of pushable buttons on the joystick. These buttons have a boolean (on or off) state. Buttons generate a pygame.JOYBUTTONDOWN and pygame.JOYBUTTONUP event when they are pressed and released. December 8, 2005 9:12pm - Anonymous There is a way to know the state of a button! Joystick.get_button(n) Joystick.get_button get the current button state Joystick.get_button(button): return bool Returns the current state of a joystick button. Joystick.get_numhats get the number of hat controls on a Joystick Joystick.get_numhats(): return int Returns the number of joystick hats on a Joystick. Hat devices are like miniature digital joysticks on a joystick. Each hat has two axes of input. The pygame.JOYHATMOTION event is generated when the hat changes position. The position attribute for the event contains a pair of values that are either -1, 0, or 1. A position of (0, 0) means the hat is centered. Joystick.get_hat get the position of a joystick hat Joystick.get_hat(hat_number): return x, y Returns the current position of a position hat. The position is given as two values representing the X and Y position for the hat. (0, 0) means centered. A value of -1 means left/down and a value of 1 means right/up: so (-1, 0) means left; (1, 0) means right; (0, 1) means up; (1, 1) means upper-right; etc. This value is digital, i.e., each coordinate can be -1, 0 or 1 but never in-between. The hat number must be between 0 and get_numhats()-1. |
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pygame module for monitoring time Times in pygame are represented in milliseconds (1/1000 seconds). Most platforms have a limited time resolution of around 10 milliseconds. == pygame.time.get_ticks == get the time in milliseconds pygame.time.get_ticks(): return milliseconds Return the number of millisconds since pygame.init - initialize all imported pygame modules was called. Before pygame is initialized this will always be 0. == pygame.time.wait == pause the program for an amount of time pygame.time.wait(milliseconds): return time Will pause for a given number of milliseconds. This function sleeps the process to share the processor with other programs. A program that waits for even a few milliseconds will consume very little processor time. It is slightly less accurate than the pygame.time.delay - pause the program for an amount of time function. This returns the actual number of milliseconds used. == pygame.time.delay == pause the program for an amount of time pygame.time.delay(milliseconds): return time Will pause for a given number of milliseconds. This function will use the processor (rather than sleeping) in order to make the delay more accurate than pygame.time.wait - pause the program for an amount of time. This returns the actual number of milliseconds used. == pygame.time.set_timer == repeatedly create an event on the event queue pygame.time.set_timer(eventid, milliseconds): return None Set an event type to appear on the event queue every given number of milliseconds. The first event will not appear until the amount of time has passed. Every event type can have a separate timer attached to it. It is best to use the value between pygame.USEREVENT and pygame.NUMEVENTS. To disable the timer for an event, set the milliseconds argument to 0. == pygame.time.Clock == create an object to help track time pygame.time.Clock(): return Clock Clock.tick - update the clock update the clock Clock.tick_busy_loop - update the clock update the clock Clock.get_time - time used in the previous tick time used in the previous tick Clock.get_rawtime - actual time used in the previous tick actual time used in the previous tick Clock.get_fps - compute the clock framerate compute the clock framerate Creates a new Clock object that can be used to track an amount of time. The clock also provides several functions to help control a game's framerate. === Clock.tick === update the clock Clock.tick(framerate=0): return milliseconds control timer events This method should be called once per frame. It will compute how many milliseconds have passed since the previous call. If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second. Note that this function uses SDL_Delay function which is not accurate on every platform, but does not use much cpu. Use tick_busy_loop if you want an accurate timer, and don't mind chewing cpu. === Clock.tick_busy_loop === update the clock Clock.tick_busy_loop(framerate=0): return milliseconds control timer events This method should be called once per frame. It will compute how many milliseconds have passed since the previous call. If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second. Note that this function uses pygame.time.delay, which uses lots of cpu in a busy loop to make sure that timing is more acurate. === Clock.get_time === time used in the previous tick Clock.get_time(): return milliseconds Returns the parameter passed to the last call to Clock.tick - update the clock. It is the number of milliseconds passed between the previous two calls to Pygame.tick(). === Clock.get_rawtime === actual time used in the previous tick Clock.get_rawtime(): return milliseconds Similar to Clock.get_time - time used in the previous tick, but this does not include any time used while Clock.tick - update the clock was delaying to limit the framerate. === Clock.get_fps === compute the clock framerate Clock.get_fps(): return float Compute your game's framerate (in frames per second). It is computed by averaging the last few calls to Clock.tick - update the clock. |
pygame.mouse
pygame中处理鼠标的模块
鼠标函数可以用来获取鼠标设备的当前状态。这些函数也可以用来改变系统鼠标指针。
当显示模式设置后,事件队列就会开始收到鼠标事件。当按下和释放鼠标的按键时,会产生pygame.MOUSEBUTTONDOWN和pygame.MOUSEBUTTONUP事件。这些事件包含一个button属性表示哪些键被按下。滚动鼠标滚轮会产生pygame.MOUSEBUTTONDOWN事件。当向上滚动滚轮时button的值是4,向下滚动时button的值是5。当移动鼠标时,会产生pygame.MOUSEMOTION事件。鼠标移动事件会被分解成一组较小的精确的移动事件。当鼠标移动时,会有很多事件被放在队列中。鼠标移动事件没有被正确的清除,常常是事件队列被填满的主要原因。
如果鼠标指针被隐藏,输入被当前的display捕获,鼠标会进入虚拟输入模式,这种模式下鼠标的相对位移不会收到屏幕边界的影响。参看pygame.mouse.set_visible和pygame.event.set_grab函数来实现这样的模式。
1. pygame.mouse.get_pressed
- get the state of the mouse buttons pygame.moouse.get_pressed(): return (button1, button2, button3) Returns a sequence of booleans representing the state of all the mouse buttons. A true value means the mouse is currently being pressed at the time of the call. Note, to get all of the mouse events it is better to use either
- pygame.event.wait() or pygame.event.get() and check all of those events
2. pygame.mouse.get_pos
- get the mouse cursor position pygame.mouse.get_pos(): return (x, y) Returns the X and Y position of the mouse cursor. The position is relative the the top-left corner of the display. The cursor position can be located outside of the display window, but is always constrained to the screen.
3. pygame.mouse.get_rel
- get the amount of mouse movement pygame.mouse.get_rel(): return (x, y) Returns the amount of movement in X and Y since the previous call to this function. The relative movement of the mouse cursor is constrained to the edges of the screen, but see the virtual input mouse mode for a way around this. Virtual input mode is described at the top of the page.
4. pygame.mouse.set_pos
- set the mouse cursor position pygame.mouse.set_pos([x, y]): return None Set the current mouse position to arguments given. If the mouse cursor is visible it will jump to the new coordinates. Moving the mouse will generate a new pygaqme.MOUSEMOTION event.
5. pygame.mouse.set_visible
- hide or show the mouse cursor pygame.mouse.set_visible(bool): return bool If the bool argument is true, the mouse cursor will be visible. This will return the previous visible state of the cursor.
6. pygame.mouse.get_focused
- check if the display is receiving mouse input pygame.mouse.get_focused(): return bool Returns true when pygame is receiving mouse input events (or, in windowing terminology, is "active" or has the "focus"). This method is most useful when working in a window. By contrast, in full-screen mode, this method always returns true. Note: under MS Windows, the window that has the mouse focus also has the keyboard focus. But under X-Windows, one window can receive mouse events and another receive keyboard events. pygame.mouse.get_focused - check if the display is receiving mouse input indicates whether the pygame window receives mouse events.
7. pygame.mouse.set_cursor
- set the image for the system mouse cursor pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks): return None When the mouse cursor is visible, it will be displayed as a black and white bitmap using the given bitmask arrays. The size is a sequence containing the cursor width and height. Hotspot is a sequence containing the cursor hotspot position. xormasks is a sequence of bytes containing the cursor xor data masks. Lastly is andmasks, a sequence of bytes containting the cursor bitmask data. Width must be a multiple of 8, and the mask arrays must be the correct size for the given width and height. Otherwise an exception is raised. See the pygame.cursor module for help creating default and custom masks for the system cursor.
8. pygame.mouse.get_cursor
- get the image for the system mouse cursor pygame.mouse.get_cursor(): return (size, hotspot, xormasks, andmasks) Get the information about the mouse system cursor. The return value is the same data as the arguments passed into pygame.mouse.set_cursor - set the image for the system mouse cursor.
pygame.cursors
- pygame module for cursor resources
- pygame.cursors.compile - create binary cursor data from simple strings create binary cursor data from simple strings pygame.cursors.load_xbm - load cursor data from an xbm file load cursor data from an xbm file
>>> pygame.mouse.set_cursor(*pygame.cursors.arrow)
>>> cursor = pygame.cursors.compile(pygame.cursors.textmarker_strings) >>> pygame.mouse.set_cursor(*cursor)
- o pygame.cursors.arrow o pygame.cursors.diamond o pygame.cursors.broken_x o pygame.cursors.tri_left o pygame.cursors.tri_right
- o pygame.cursors.thickarrow_strings o pygame.cursors.sizer_x_strings o pygame.cursors.sizer_y_strings o pygame.cursors.sizer_xy_strings
1. pygame.cursors.compile
- create binary cursor data from simple strings pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask A sequence of strings can be used to create binary cursor data for the system cursor. The return values are the same format needed by pygame.mouse.set_cursor - set the image for the system mouse cursor. If you are creating your own cursor strings, you can use any value represent the black and white pixels. Some system allow you to set a special toggle color for the system color, this is also called the xor color. If the system does not support xor cursors, that color will simply be black. The width of the strings must all be equal and be divisible by 8. An example set of cursor strings looks like this
- thickarrow_strings = ( #sized 24x24
- "XX ", "XXX ", "XXXX ", "XX.XX ", "XX..XX ", "XX...XX ", "XX....XX ", "XX.....XX ", "XX......XX ", "XX.......XX ", "XX........XX ", "XX........XXX ", "XX......XXXXX ", "XX.XXX..XX ", "XXXX XX..XX ", "XX XX..XX ", " XX..XX ", " XX..XX ", " XX..XX ", " XXXX ", " XX ", " ", " ", " ")
\ZnbNzgytswsc %%%%%%%%%%%%%% _
- thickarrow_strings = ( #sized 24x24
2. pygame.cursors.load_xbm
- load cursor data from an xbm file pygame.cursors.load_xbm(cursorfile, maskfile=None): return cursor_args This loads cursors for a simple subset of XBM files. XBM files are traditionally used to store cursors on unix systems, they are an ascii format used to represent simple images. Sometimes the black and white color values will be split into two separate XBM files. You can pass a second maskfile argument to load the two images into a single cursor. The cursorfile and maskfile arguments can either be filenames or filelike object with the readlines method. The return value cursor_args can be passed directly to the pygame.mouse.set_cursor - set the image for the system mouse cursor function.
pygame.joystick
- pygame module for interacting with joystick devices The joystick module manages the joystick devices on a computer (there can be more than one). Joystick devices include trackballs and video-game-style gamepads, and the module allows the use of multiple buttons and "hats".
1. pygame.joystick.init
- initialize the joystick module pygame.joystick.init(): return None This function is called automatically by pygame.init - initialize all imported pygame modules. It initializes the joystick module. This will scan the system for all joystick devices. The module must be initialized before any other functions will work. It is safe to call this function more than once.
2. pygame.joystick.quit
- uninitialize the joystick module pygame.joystick.quit(): return None Uninitialize the joystick module. After you call this any existing joystick objects will no longer work. It is safe to call this function more than once.
3. pygame.joystick.get_init
- true if the joystick module is initialized pygame.joystick.get_init(): return bool Test if the pygame.joystick.init - initialize the joystick module function has been called.
4. pygame.joystick.get_count
- number of joysticks on the system pygame.joystick.get_count(): return count Return the number of joystick devices on the system. The count will be 0 if there are no joysticks on the system. When you create Joystick objects using Joystick(id), you pass an integer that must be lower than this count.
5. pygame.joystick.Joystick
- create a new Joystick object pygame.joystick.Joystick(id): return Joystick
- Joystick.init - initialize the Joystick initialize the Joystick Joystick.quit - uninitialize the Joystick uninitialize the Joystick Joystick.get_init - check if the Joystick is initialized check if the Joystick is initialized Joystick.get_id - get the Joystick ID get the Joystick ID Joystick.get_name - get the Joystick system name get the Joystick system name Joystick.get_numaxes - get the number of axes on a Joystick get the number of axes on a Joystick Joystick.get_axis - get the current position of an axis get the current position of an axis Joystick.get_numballs - get the number of trackballs on a Joystick get the number of trackballs on a Joystick Joystick.get_ball - get the relative position of a trackball get the relative position of a trackball Joystick.get_numbuttons - get the number of buttons on a Joystick get the number of buttons on a Joystick Joystick.get_button - get the current button state get the current button state Joystick.get_numhats - get the number of hat controls on a Joystick get the number of hat controls on a Joystick Joystick.get_hat - get the position of a joystick hat get the position of a joystick hat
[email protected] Joystick.init
- initialize the Joystick Joystick.init(): return None The Joystick must be initialized to get most of the information about the controls. While the Joystick is initialized the Pygame event queue will receive events from the Joystick input. It is safe to call this more than once.
- uninitialize the Joystick Joystick.quit(): return None This will unitialize a Joystick. After this the Pygame event queue will no longer receive events from the device. It is safe to call this more than once.
- check if the Joystick is initialized Joystick.get_init(): return bool Returns True if the init() method has already been called on this Joystick object.
- get the Joystick ID Joystick.get_id(): return int Returns the integer ID that represents this device. This is the same value that was passed to the Joystick() constructor. This method can safely be called while the Joystick is not initialized.
- get the Joystick system name Joystick.get_name(): return string Returns the system name for this joystick device. It is unknown what name the system will give to the Joystick, but it should be a unique name that identifies the device. This method can safely be called while the Joystick is not initialized.
- get the number of axes on a Joystick Joystick.get_numaxes(): return int Returns the number of input axes are on a Joystick. There will usually be two for the position. Controls like rudders and throttles are treated as additional axes. The pygame.JOYAXISMOTION events will be in the range from -1.0 to 1.0. A value of 0.0 means the axis is centered. Gamepad devices will usually be -1, 0, or 1 with no values in between. Older analog joystick axes will not always use the full -1 to 1 range, and the centered value will be some area around 0. Analog joysticks usually have a bit of noise in their axis, which will generate a lot of rapid small motion events.
- get the current position of an axis Joystick.get_axis(axis_number): return float Returns the current position of a joystick axis. The value will range from -1 to 1 with a value of 0 being centered. You may want to take into account some tolerance to handle jitter, and joystick drift may keep the joystick from centering at 0 or using the full range of position values. The axis number must be an integer from zero to get_numaxes()-1.
- get the number of trackballs on a Joystick Joystick.get_numballs(): return int Returns the number of trackball devices on a Joystick. These devices work similar to a mouse but they have no absolute position; they only have relative amounts of movement. The pygame.JOYBALLMOTION event will be sent when the trackball is rolled. It will report the amount of movement on the trackball.
- get the relative position of a trackball Joystick.get_ball(ball_number): return x, y Returns the relative movement of a joystick button. The value is a x, y pair holding the relative movement since the last call to get_ball. The ball number must be an integer from zero to get_numballs()-1.
- get the number of buttons on a Joystick Joystick.get_numbuttons(): return int Returns the number of pushable buttons on the joystick. These buttons have a boolean (on or off) state. Buttons generate a pygame.JOYBUTTONDOWN and pygame.JOYBUTTONUP event when they are pressed and released. December 8, 2005 9:12pm - Anonymous There is a way to know the state of a button! Joystick.get_button(n)
- get the current button state Joystick.get_button(button): return bool Returns the current state of a joystick button.
- get the number of hat controls on a Joystick Joystick.get_numhats(): return int Returns the number of joystick hats on a Joystick. Hat devices are like miniature digital joysticks on a joystick. Each hat has two axes of input. The pygame.JOYHATMOTION event is generated when the hat changes position. The position attribute for the event contains a pair of values that are either -1, 0, or 1. A position of (0, 0) means the hat is centered.
- get the position of a joystick hat Joystick.get_hat(hat_number): return x, y Returns the current position of a position hat. The position is given as two values representing the X and Y position for the hat. (0, 0) means centered. A value of -1 means left/down and a value of 1 means right/up: so (-1, 0) means left; (1, 0) means right; (0, 1) means up; (1, 1) means upper-right; etc. This value is digital, i.e., each coordinate can be -1, 0 or 1 but never in-between. The hat number must be between 0 and get_numhats()-1.
pygame.time
- pygame module for monitoring time Times in pygame are represented in milliseconds (1/1000 seconds). Most platforms have a limited time resolution of around 10 milliseconds.
1. pygame.time.get_ticks
- get the time in milliseconds pygame.time.get_ticks(): return milliseconds Return the number of millisconds since pygame.init - initialize all imported pygame modules was called. Before pygame is initialized this will always be 0.
2. pygame.time.wait
- pause the program for an amount of time pygame.time.wait(milliseconds): return time Will pause for a given number of milliseconds. This function sleeps the process to share the processor with other programs. A program that waits for even a few milliseconds will consume very little processor time. It is slightly less accurate than the pygame.time.delay - pause the program for an amount of time function. This returns the actual number of milliseconds used.
3. pygame.time.delay
- pause the program for an amount of time pygame.time.delay(milliseconds): return time Will pause for a given number of milliseconds. This function will use the processor (rather than sleeping) in order to make the delay more accurate than pygame.time.wait - pause the program for an amount of time. This returns the actual number of milliseconds used.
4. pygame.time.set_timer
- repeatedly create an event on the event queue pygame.time.set_timer(eventid, milliseconds): return None Set an event type to appear on the event queue every given number of milliseconds. The first event will not appear until the amount of time has passed. Every event type can have a separate timer attached to it. It is best to use the value between pygame.USEREVENT and pygame.NUMEVENTS. To disable the timer for an event, set the milliseconds argument to 0.
5. pygame.time.Clock
- create an object to help track time pygame.time.Clock(): return Clock
- Clock.tick - update the clock update the clock Clock.tick_busy_loop - update the clock update the clock Clock.get_time - time used in the previous tick time used in the previous tick Clock.get_rawtime - actual time used in the previous tick actual time used in the previous tick Clock.get_fps - compute the clock framerate compute the clock framerate
5.1. Clock.tick
- update the clock Clock.tick(framerate=0): return milliseconds control timer events This method should be called once per frame. It will compute how many milliseconds have passed since the previous call. If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second. Note that this function uses SDL_Delay function which is not accurate on every platform, but does not use much cpu. Use tick_busy_loop if you want an accurate timer, and don't mind chewing cpu.
5.2. Clock.tick_busy_loop
- update the clock Clock.tick_busy_loop(framerate=0): return milliseconds control timer events This method should be called once per frame. It will compute how many milliseconds have passed since the previous call. If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second. Note that this function uses pygame.time.delay, which uses lots of cpu in a busy loop to make sure that timing is more acurate.
5.3. Clock.get_time
- time used in the previous tick Clock.get_time(): return milliseconds Returns the parameter passed to the last call to Clock.tick - update the clock. It is the number of milliseconds passed between the previous two calls to Pygame.tick().
5.4. Clock.get_rawtime
- actual time used in the previous tick Clock.get_rawtime(): return milliseconds Similar to Clock.get_time - time used in the previous tick, but this does not include any time used while Clock.tick - update the clock was delaying to limit the framerate.
5.5. Clock.get_fps
- compute the clock framerate Clock.get_fps(): return float Compute your game's framerate (in frames per second). It is computed by averaging the last few calls to Clock.tick - update the clock.