Welcome!
This is the community forum for my apps Pythonista and Editorial.
For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.
Beta Status Update
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I must say, after being out of the Python world for a while, this makes me very excited to get back in!!
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@omz There seems to be some issue affecting the
canvas
module. In both the recent betas (160013 and 160014), your turtle.py example crashes Pythonista immediately. But other simple canvas usage does not. In released versions like 1.5, and the earlier betas, I have only observed canvas crashes when I edited the script while it was running. -
https://github.com/cclauss/pythonista-module-versions is still throwing warnings on
requests
calls in 160014. -
@ccc I mentioned in the release notes why I rolled back to an older version of
requests
. -
I read that but
Pythonista_module_versions.py
is still throwing warnings like it would if you did NOT roll back the version ofrequests
.Requests is indeed fairly current according to
Pythonista_module_versions.py
:| module | local | PyPI | | name | version | version | | ------------- | -------- | ---------- | | requests | 2.6.0 | 2.6.2 |
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Hmm, looks like something went wrong in my deployment script, should be 2.5.1.
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This has been a problem for a looong time, but I never got around to reporting it: in the interpreter input field you cannot use the tab key on an external keyboard. It probably tries to switch to the next input field instead, which does nothing, because there is no other input field.
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P.S. No Watch folder. Not that I am buying a watch. I did the Testflight install over the previous beta, not fresh.
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misha,
regarding your issue.
new = particle_tpl.copy() #does not correctly copy the physics body.
new.physics_body = particle_tpl.physics_body.copy() #should fix your problem. -
By the way if I have zero scripts is there any reason not to try the beta? I assume any I do create while using the beta might need rescuing by cut and paste (or whatever).
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@polymerchm Are you running Pythonista on an iPhone? The Watch folder is not created on iPad because the watch can't be paired with that anyway.
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Gotcha. Haven't installed it on my iPhone yet. So far all else is good on this build. Thanks.
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@omz, @Gcarver, I've managed to make the
did_begin_contact
work correctly by changingtouch_began
to this:def touch_began(self, node, touch): new = particle_tpl.__copy__() new.physics_body = new.physics_body.__copy__() new.lighting_bit_mask = 1 new.position = touch.location new.physics_body.velocity = randvec(MAXSPD) new.color = (random.random(), random.random(), random.random()) new.lifespan = self.maxlife + random.randint(MINLIFED, MAXLIFED) self.add_child(new)
However, although this makes
did_begin_contact
work correctly, none of the particles are actually appearing. It seems that they have an alpha value of 0, however I know that this isn't true. The node count in the bottom corner tells me that they exist, but they just don't show up. I have tried changing the background color, but it made no difference. -
Misha, your posted code works fine for me, are you sure you didn't make other changes?
Maybe try restarting pythonista?If you also set
new.shadow_cast_bit_mask=1
, then the shadows show up too.Shadows on top of textures seem to be stuck as white, If I add a texture background.. Also, light falloff doesn't seem to affect shadows, which is strange
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@OMZ Sorry to report the autocomplete bug is stll there. Seems to happen write after typing the "." after an instance of a class. Highly unreproducible.
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@polymerchm What kind of device are you using?
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Ipad 2air with external Bluetooth keyboard
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Misha, try setting new.alpha = 1
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@JonB here is the code I'm using now, have restarted Pythonista many times and can't think of any other changes I've made other than removing
light.alpha = 1
:# coding: utf-8 import sk import random MAXSPD = 700 MAXLIFE = 10 TEXTURE = 'shp:Circle' MINLIFED = -120 MAXLIFED = 120 SCALE = 2 decayrate = 0.005 collider_f = 0.3 def randvec(maxspd): return (random.randint(-maxspd, maxspd), random.randint(-maxspd, maxspd)) particle_tpl = sk.SpriteNode(sk.Texture(TEXTURE)) particle_tpl.name = 'particle' particle_tpl.color_blend_factor = 1 particle_tpl.age = 0 particle_tpl.lighting_bit_mask = 1 particle_tpl.x_scale = SCALE particle_tpl.y_scale = SCALE particle_tpl.alpha = 1 particle_tpl.shadow_cast_bit_mask = 1 physics = sk.PhysicsBody.circle(particle_tpl.size.x/2 * collider_f) physics.restitution = 1.2 physics.affected_by_gravity = False physics.allows_rotation = True physics.mass = 0.3 physics.pinned = False physics.angular_velocity = 0 physics.category_bit_mask = 1 physics.contact_test_bit_mask = 1 particle_tpl.physics_body = physics class Game (sk.Scene): def __init__(self): sk.Scene.__init__(self) self.name = 'scene' self.img = sk.Texture(TEXTURE) self.maxspd = MAXSPD self.handles_node_touches = False self.maxlife = MAXLIFE * 60 # convert to frames self.background_color = (0, 0, 0) self.lighting_bit_mask = 1 # init walls walls = sk.Node() walls.position = (0, 0) physics = sk.PhysicsBody.edge_loop_rect(0, 0, 1024, 768) physics.dynamic = False physics.restitution = 1.1 walls.physics_body = physics self.add_child(walls) # lighting light = sk.LightNode() light.position = (10, 758) light.shadow_color = (1, 0, 0) light.ambient_color = (0, 0, 1) light.light_color = (0, 1, 0) light.enabled = True light.category_bit_mask = 1 light.falloff = 1 light.name = 'light' self.add_child(light) def update(self): for p in self['particle']: p.age += 1 if p.age >= p.lifespan: # if exceeded life, reduce alpha by 1 p.alpha -= decayrate if p.alpha <= 0: p.run_action(sk.Action.call(p.remove_from_parent)) def touch_began(self, node, touch): self.selected = None new = particle_tpl.__copy__() new.physics_body = new.physics_body.__copy__() new.lighting_bit_mask = 1 new.position = touch.location new.physics_body.velocity = randvec(MAXSPD) new.color = (random.random(), random.random(), random.random()) new.lifespan = self.maxlife + random.randint(MINLIFED, MAXLIFED) new.alpha = 1 self.add_child(new) def touch_moved(self, node, touch): self.touch_began(node, touch) def did_begin_contact(self, collison): if collison.body_a.node.name == 'particle' and collison.body_b.node.name == 'particle': collison.body_a.node.color = (random.random(), random.random(), random.random()) collison.body_b.node.color = (random.random(), random.random(), random.random()) def main(): game = Game() scene_view = sk.View(game) scene_view.shows_fps = True scene_view.shows_node_count = True scene_view.present() return game if __name__ == '__main__': g = main()
However, it still just gives me a black screen. As before, when I touch the screen the node count goes up but I cannot see anything.
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I can see the balls appear just fine with your code on ios 8.2 on ipad2. For the platformer game I had a similar problem which was solved by rotating the display. You might try running it, then rotating the device so that it tries to resize.