Example program to show move a sprite with a game controller.

 Sample Python/Pygame Programs
 Simpson College Computer Science

import pygame

# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

class Player(pygame.sprite.Sprite):
    This class represents the player.
    It derives from the "Sprite" class in Pygame.

    def __init__(self):
        Constructor. Pass in the color of the block, and its x and y position.

        # Call the parent class (Sprite) constructor

        # Variables to hold the height and width of the block
        width = 20
        height = 15

        # Create an image of the ball, and fill it with a color.
        # This could also be an image loaded from the disk.
        self.image = pygame.Surface([width, height])

        # Fetch the rectangle object that has the dimensions of the image
        self.rect = self.image.get_rect()

        # Set initial position of sprite to 100,100
        self.rect.x = 100
        self.rect.y = 100

        # Count the joysticks the computer has
        self.joystick_count = pygame.joystick.get_count()
        if self.joystick_count == 0:
            # No joysticks!
            print("Error, I didn't find any joysticks.")
            # Use joystick #0 and initialize it
            self.my_joystick = pygame.joystick.Joystick(0)

    def update(self):
        """ Update the position of the ball """

        # As long as there is a joystick
        if self.joystick_count != 0:

            # This gets the position of the axis on the game controller
            # It returns a number between -1.0 and +1.0
            horiz_axis_pos = self.my_joystick.get_axis(0)
            vert_axis_pos = self.my_joystick.get_axis(1)

            # Move x according to the axis. We multiply by 10 to speed up the
            # movement.
            self.rect.x = self.rect.x+horiz_axis_pos*10
            self.rect.y = self.rect.y+vert_axis_pos*10


# Set the height and width of the screen
WINDOW_SIZE = [700, 500]
screen = pygame.display.set_mode(WINDOW_SIZE)

# Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# This is a list of 'sprites.' Each ball in the program (there is only 1) is
# added to this list. The list is managed by a class called 'Group.'
all_sprites_list = pygame.sprite.Group()

# This represents the ball controlled by the player
player = Player()

# Add the ball to the list of player-controlled objects

# -------- Main Program Loop -----------
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    # Clear the screen

    # Update the position of the ball (using the mouse) and draw the ball

    # Limit to 60 frames per second

    # Go ahead and update the screen with what we've drawn.

# Be IDLE friendly