• @jackattack said:

    Also the only bit I didn’t really understand was when you set up the button class you used init, but then you did spritenode.init what is this for?

    when you subclass an object that has __init__ paramiters you must either call the Parent class __init__ as i did here or you can use super(). if you do not call the parent's __init__ then the new object will not inherit the dirived.

    @jackattack said:

    I’ve learnt so much reading your code, love the way you’ve done so many things, spent ages going through it all. Could you give me any insight into the order you went about writing it?

    I usually start with utility classes. in my Example game this would be stuff like Screen() and EventManager(), then visual testing. at this point i woud start my ButtonNode() and Animations().. now i create my Player(), GUI() and o on. the order on the script itself doesnt matter with Object Orientated Programing (OOP) just remember the Interpreter exec the scripts top down. so in order to Dirive from from Class A it must exist before Class B.

    @jackattack said:

    Wow this works perfectly thank you so much, I’m going to take some time to study it and try to learn how to recreate it with some other effects. Thanks for taking the time out 😌

    Not a problem at all! 🥂💯 i enjoy helping others if you have any equestions please dont hesitate!;

  • Here is the updated one. I tried to make this game work on every screen sizes and add menu interface.
    https://github.com/Tonnoaw/game

  • @DoinStuffMobile

    Hello!

    This project is Still Active 😁 i did take a quick break to write Space Escape to help people new to Creating game with scene and Pythonista. its not a tutorial but more a Playable mini-game. but the code is written as a group of examples of ways to implement diferent aspects of a game. all the image are built-in so only thing needed is the script. i recently added a version that works on iphone but still has a few sizing isues but code is the same. if your new to Video Game Programing there is a Tutorial in the Examples Folder and i suggest doing that first because there is some basics that you might need to understand in order to fully follow my example. you can find that post here. if you are experienced in this area and would like to participate in my RPG Template project you can let me know on this thread or e-mail me at stephenmfrey@icloud.com. And if you just would like to sit back and watch from an update by update manner thats ok too 🙃

    if you ever have any questions please dont hesitate to ask

  • @cvp Thanks it worked perfectly! And yeah I realized @JonB, now i can adjust parameters since it works. Thank you both very much :)

  • @ccb_2k18 sorry to answer so late but there is a time zone difference😇
    I've seen you posted the same question in another topic and you are right.
    Don't ask a question to only one person, and surely me, there are in this forum a lot of marvelous people, and often a lot smarter than me.

  • @Vile thank only @jonb 😀

  • Hey thank you everyone.

    I must have had a typo when I initially posted this - but it seems to work now.

    Notes: I used ui.parse_color('blue').CGColor()

    This works with RGBA, Hex and Named Colors.

    Ill post the code when done, I am using this to create custom button styles, along with some custom styles for "checkbox" functionality (circles, squares, stars, etc)

    Thanks again for your help!

  • There is one interpreter for python 2.7 and one for 3.6. but just one process.

    Depending on what you are doing there are ways to keep draw quick:
    Drawing an image may be faster than stroking hundreds of paths. You can render static things to an ImageContext, then later draw that inside draw. For instance omz's sketch example does that every touch_ended.

    For framebuffer type access, see the recent thread which dealt with both some real time audio generation and IOSurfaceWrapper enabling some low level image pixel manipulation and display

  • Awesome, it finally works :D

  • Does this help?

    from mpl_toolkits.mplot3d import Axes3D import matplotlib.pyplot as plt fig = plt.figure() ax = fig.add_subplot(111, projection='3d') x =[1,2,3,4,5,6,7,8,9,10] y =[5,6,2,3,13,4,1,2,4,8] z =[2,3,3,3,5,7,9,11,9,10] ax.scatter(x, y, z, c='r', marker='o') ax.set_xlabel('X Label') ax.set_ylabel('Y Label') ax.set_zlabel('Z Label') for i in range(0, 360, 45): ax.view_init(None, i) plt.show()

    Also see this link
    https://forum.omz-software.com/topic/1961/putting-a-matplotlib-plot-image-into-a-ui-imageview
    You can generate and save the images and then make a gif or carousel. Built-in examples contain code to generate gif and here is the code to make a image carousel.
    https://gist.github.com/balachandrana/de389c3bd84f006ad4c8d5e3d1cd4a8d

Internal error.

Oops! Looks like something went wrong!