Beta Status Update
perhaps not a "bug", but at least a source of incompatibility with some libraries: StdInCatcher/StdOutCatcher don't implement isatty(). This breaks some libraries.
blmacbeth last edited by
Bug (maybe): I have been playing around with SpriteKit and doing some physics stuff. I noticed, though that the physics numeric attributes are not working (
linear dampening, etc). I am making a game that needs a bouncy ball and no matter how I tweak the
restitutionof the object, it doesn't seem to get any bouncier.
Note: I have also tried tweaking other attributes in case
restitutionwas not the thing I needed and none of them seemed to make it bouncy.
Restitution worked in the physics clock example. I adjusted the default (0.25) to differnt values. Setting it to 1.0 makes the numbers basically jump all the way back to where they started. Setting it to 2.0 made them shoot wildly across the screen. Setting to zero results in no bounce.
Perhaps you are changing it in the wrong place -- check out the physics clock in your examples folder (you might need to restore examples from the options menu)
Adding to the list. Platformer Game doesn't seem to work in iPhone 6. Display goes grey but nothing happens. After taping the screen music starts. Various gestures cause quick sound effects but the screen stays empty. Based on earlier reports in this thread this doesn't seem to be platform specific.
Is it possible in the beta to create image files from the clipboard. In 1.5 this functionality was available from the select/insert menu but I can't find it in the beta.
Am I the only one who is actually able to play the platformer game? I'm on an iPad mini (the old one) with iOS 8.3.
Knewbee last edited by
Platformer game works for me. (iPhone 5S and iPad mini Retina, both running 8.3)
Works on my iPad 2 Air and iPhone 6.
blmacbeth last edited by
@JonB thanks for pointing that out. I played around with the Physics Clock and it did everything you said it would. I think that my problem comes from the sprite kit editor. If you set the physics from the editor (not programmatically) then it keeps the defaults that where in the editor. I can fix this by manually changing them from the program.
@omz the bug is that the default physics attributes from the sprite kit editor don't change if you change them from the editor.
123npszjhl last edited by
Will Pythonista support pyd pyo pyx etc. in the future? Many useful modules require these formats.
pydfiles are dynamic libraries. As far as I know they don't have a specific format - on Windows for example they are just
dlls with a different extension, on other operating systems that's probably also the case. This means that most
pyds would not be compatible with the iOS kernel in the first place and would need to be recompiled from source code. Because Apple doesn't allow apps to dynamically link to custom libraries it wouldn't be possible to use those anyway.
pyofiles are optimized Python bytecode. (Optimized means that any
assertstatements, and sometimes docstrings, have been removed.) Their format is the same as for
pycfiles, which Pythonista already generates to improve module loading speed. These files are usable in Pythonista - IIRC someone has done this before - but there's little point in doing that, you might just as well use the Python source code for the files.
pyxfiles are Pyrex or Cython code. Both are languages that are syntactically similar to Python, but compile to C source code and can use C types and libraries. The problems with these are the same as with
pyds that I explained above.
I upgraded my iPhone 6 to iOS 8.3 and Platformer game works now. Unfortunately I don't remember the iOS version that failed.
I am getting a repeatable crash of pythonista 1.6 when editing a meduim sized file. It comes when I type anything after I type the instace of a tableview and then the period. I beleive this is an autocompletion issue. But I can't figure out how to disable autocompletion to test it.
Does clearing the code completion cache change anything? If not, mind uploading the code in question to Gist? Interestingly I don't get any code completion at all for a
AFAICT it isn't possible to disable code completion (or switch it to "simple" mode) anymore in the latest beta. There isn't even an option for that in the
I do get TableView instances to code complete, though the first time takes a few seconds.
I have observed
Gittleobjects take a really really long time to complete(like minutes....I think the innards of these are very dynamic) in 1.5, which locked everything up until a completion popped up! The workaround was to type a space, then period followed by your attribute, then go back as backspace out the space. This prevents autocomplete from happening, at least in the console. Misspelling the object name also works,etc.
Blmacbeth, where are you setting the physics? Make sure you are setting it AFTER calling sk.load, otherwise load overwrites anything you have set already.
Gcarver166 last edited by
node.copy() does not copy the physics body correctly. The node copy points to a physics body but I think it's the same as the original. I have to manually make a copy.
More on autocompletion explosions. I opening up
tvCapos.delegate = fred
When I went to the file menu to switch files, the app crashed.
Re: platformer grey screen. I found on IOS 8.2 that removing the [`orientations='landscape'] from the last line, then rotating my device after pressing play, the game was playable.