I hooked up a servo onto my RaspberryPi 3, and i want to control it. I am currently using pygame library. It is installed and is a latest version. This is my code :
# Import libraries
import RPi.GPIO as GPIO
import time
import pygame
from pygame.locals import *
pygame.init()
# Set GPIO numbering mode
GPIO.setmode(GPIO.BOARD)
# Set pin 11 as an output, and define as servo1 as PWM pin
GPIO.setup(11,GPIO.OUT)
servo = GPIO.PWM(11,50) # pin 11 for servo1, pulse 50Hz
# Start PWM running, with value of 0 (pulse off)
servo.start(0)
angle = 90.0
servo.ChangeDutyCycle(2+(angle/18))
time.sleep(0.5)
servo.ChangeDutyCycle(0)
changed = False
while 1:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
if angle > 10:
angle = angle - 5
changed = True
elif event.key == pygame.K_d:
if angle < 170:
angle = angle + 5
changed = True
elif event.key == pygame.K_q:
break
if changed:
servo.ChangeDutyCycle(2+(angle/18))
time.sleep(0.5)
servo.ChangeDutyCycle(0)
time.sleep(1.5)
changed = False
#Clean things up at the end
servoH.stop()
GPIO.cleanup()
pygame.quit()
But it does not detect an event. I keep hitting the keybord keys and the servo just stands still. I debugged it, and it detects no keybord/mouse events what so ever.
Please help.
Your code is ok, but it's not possible to receive window events (like key-presses) without a window.
Adding a window to your program makes it work OK.
Here's my test-code:
# Import libraries
#import RPi.GPIO as GPIO
import time
import pygame
from pygame.locals import *
SCREEN_WIDTH = 600
SCREEN_HEIGHT= 400
BLACK = ( 0, 0, 0 )
YELLOW = ( 255, 255, 0 )
pygame.init()
screen = pygame.display.set_mode( ( SCREEN_WIDTH, SCREEN_HEIGHT ) )
"""
# Set GPIO numbering mode
GPIO.setmode(GPIO.BOARD)
# Set pin 11 as an output, and define as servo1 as PWM pin
GPIO.setup(11,GPIO.OUT)
servo = GPIO.PWM(11,50) # pin 11 for servo1, pulse 50Hz
# Start PWM running, with value of 0 (pulse off)
servo.start(0)
servo.ChangeDutyCycle(2+(angle/18))
time.sleep(0.5)
servo.ChangeDutyCycle(0)
"""
angle = 90.0
changed = False
running = True
font = pygame.font.SysFont( None, 25 )
angle_label = font.render( "Angle: %4.2f" % ( angle ), True, YELLOW )
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
if angle > 10:
angle = angle - 5
changed = True
elif event.key == pygame.K_d:
if angle < 170:
angle = angle + 5
changed = True
elif event.key == pygame.K_q:
break
if changed:
"""
servo.ChangeDutyCycle(2+(angle/18))
time.sleep(0.5)
servo.ChangeDutyCycle(0)
time.sleep(1.5)
"""
angle_label = font.render( "Angle: %4.2f" % ( angle ), True, YELLOW )
changed = False
# Update the display
screen.fill( BLACK )
screen.blit( angle_label, ( 50, 50 ) )
pygame.display.update()
#Clean things up at the end
"""
servoH.stop()
GPIO.cleanup()
"""
pygame.quit()
Note that using time.sleep()
is not ideal in PyGame code, because it blocks the event-loop. Your OS may consider your application to have locked-up, and prompt the user to terminate it. It would be better to use real-time timestamps to implement this delay manually - only sending updates to the servo when the time-window allows it.