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    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 β€” I'm @olemoritz on Twitter.


    Flappy bird

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    • stephen
      stephen last edited by stephen

      @Karina

      heres is example of using brush like objects with scrolling nd random (not too random) spacing. if you have ny questions please ask!

      @Drizzel thank you, i alwys try to help out tht way i get to learn kong the wy aswell πŸ˜ŽπŸ€“πŸ€“

      
      from scene import *
      import sound
      import random
      import math
      
      A = Action
      def w(): return get_screen_size()[0]
      def h(): return get_screen_size()[1]
      def MaxBrushSize(): return 10-2
      
      def BaseBlock(parent):
      	return SpriteNode(Texture('plf:Tile_BoxItem_boxed'),
      						size=Size(64, 64), parent=parent,
      						anchor_point=(0.0, 0.0))
      
      def Block(parent):
      	return SpriteNode(Texture('plf:Tile_BoxCrate_double'), 
      						size=Size(64, 64), parent=parent,
      						anchor_point=(0.0, 0.0))
      
      def Stone(parent, x):
      	return SpriteNode(Texture('plf:Tile_BrickGrey'),
      						size=Size(64, 64), parent=parent,
      						anchor_point=(0.0, 0.0), position=Point(x*64, 0))
      						
      class TopBrush(Node):
      	def __init__(self, brushSize, *args, **kwargs):
      		self.base=BaseBlock(self)
      		self.size=Size(64, 64)
      		self.position=Point(w()+(self.size.w), h()-self.size.h)
      		self.brushSize=brushSize
      		self.blocks=list([self.base, ])
      		
      		for x in range(1, self.brushSize):
      			b=Block(self)
      			b.position=(self.base.position[0], self.base.position[1] - x*b.size[1])
      			self.blocks.append(b)
      			
      class BottomBrush(Node):
      	def __init__(self, brushSize, *args, **kwargs):
      		self.base=BaseBlock(self)
      		self.size=Size(64, 64)
      		self.position=Point(w()+(self.size.w), 0)
      		self.brushSize=brushSize
      		self.blocks=list([self.base, ])
      		
      		for x in range(1, self.brushSize):
      			b=Block(self)
      			b.position=(self.base.position[0], self.base.position[1] + x*b.size[1])
      			self.blocks.append(b)
      		
      		
      
      		
      
      class MyScene (Scene):
      	def setup(self):
      		self.background=SpriteNode(Texture('plf:BG_Colored_grass'), 
      			size=Size(w(), h()), position=self.size/2, parent=self)
      		self.preset=[(1, 7),(2, 6),(3, 5),(4, 4),(5, 3),(6, 2),(7, 1)]
      		self.i=0.0
      		self.brushSpawnTimer=3.0
      		self.brushes=list([])
      		self.scrollSpeed=40
      		
      		for x in range(int((w()*128)/64)):
      			self.brushes.append(Stone(self, x))
      			
      		
      		
      	def Add_Brush(self, choice):
      		if self.i > self.brushSpawnTimer:
      			bb=BottomBrush(choice[0])
      			tb=TopBrush(choice[1])
      			self.add_child(bb)
      			self.add_child(tb)
      			self.brushes.append(bb)
      			self.brushes.append(tb)
      			self.i=0.0
      			self.brushSpawnTimer = random.randrange(3, 6)
      		else:
      			sb=Stone(self, (w()+128)/64)
      			self.brushes.append(sb)
      			
      			
      	def Remove_Brush(self, brush):
      		self.brushes.remove(brush)
      		brush.remove_from_parent()
      		self.Add_Brush(random.choice(self.preset))
      		
      		
      	def did_change_size(self):
      		pass
      		
      	def Scroll(self, brush):
      		x=brush.position[0]-self.scrollSpeed*self.dt
      		y=brush.position[1]
      		return Point(x, y)
      		
      	def update(self):
      		self.i += self.dt
      		for brush in self.brushes:
      			if brush.position[0] <= -64:
      				self.Remove_Brush(brush)
      			brush.position = self.Scroll(brush)
      	
      	def touch_began(self, touch):
      		pass
      	
      	def touch_moved(self, touch):
      		pass
      	
      	def touch_ended(self, touch):
      		pass
      
      if __name__ == '__main__':
      	run(MyScene(), show_fps=False)
      
      
      1 Reply Last reply Reply Quote 2
      • stephen
        stephen last edited by stephen

        Quick Note

        The example i provided is for landscpe if you run portrait the gapps will not adjust. this can be handled by checking orientation and swapping the preset lists accordingly

        1 Reply Last reply Reply Quote 0
        • Karina
          Karina last edited by Karina

          @stephen I don't understand to much things, I've just read the tutorial and tried to do my own game.
          I'll try to get it with time

          stephen 1 Reply Last reply Reply Quote 0
          • stephen
            stephen @Karina last edited by

            @Karina il give a bit of a run down just give me few min to write it ☺️

            1 Reply Last reply Reply Quote 0
            • Karina
              Karina last edited by

              @Drizzel yes I got it. Now it works how it should

              stephen 1 Reply Last reply Reply Quote 0
              • Drizzel
                Drizzel last edited by

                @Karina

                This is an old and sometimes very poorly written clone I did to learn about ai (flappy bird is an awesome game for basic artificial intelligence experiments). I didn’t bother about graphics, but maybe it’s helpful to you.

                Run this to play the game:

                from scene import *
                import sound
                import random
                import math
                import gameExtension as extension
                #import nnExtension as nn
                A = Action
                
                class MyScene (Scene):
                	
                	def setup(self):
                		self.background_color = 'beige'
                		self.gravity = Vector2(0, -self.size.y/1500)
                		self.birds = []
                
                		self.running = True
                		extension.setup_walls(self)
                		extension.update_walls(self)
                		
                		#self.birdCount = 1 #uncomment if using ai
                		
                		for x in range(self.birdCount):
                			extension.add_bird(self)
                		pass
                	
                	def did_change_size(self):
                		pass
                	
                	def update(self):
                		if self.running:
                			self.running = False
                			extension.update_walls(self)
                			
                			for bird in self.birds:
                				if bird.distance >= 10000: bird.dead = True
                				if not bird.dead:
                					self.running = True
                					extension.count_distance(self, bird)
                					extension.update_bird(self, bird)
                					bird.data = extension.get_data(self, bird)
                					
                					if bird.position.y-bird.size.y/2 <= 0 or bird.position.y+bird.size.y/2 >= self.size.y:
                						bird.color = 'red'
                						bird.dead = True
                						
                					for wall in self.walls:
                						if bird.frame.intersects(wall.frame):
                							bird.color = 'red'
                							bird.dead = True
                				else:
                					if bird.position.x + bird.size.x/2 >= 0:
                						bird.position = (bird.position.x - 1, bird.position.y)
                			
                			
                		
                	def touch_began(self, touch):
                		self.birds[0].up = True
                		pass
                	
                	def touch_moved(self, touch):
                		pass
                	
                	def touch_ended(self, touch):
                		pass
                
                if __name__ == '__main__':
                	run(MyScene(), PORTRAIT, show_fps=True)
                
                

                Save this in the same folder as the upper main code as gameExtension.py

                from scene import *
                import random
                
                def add_bird(self):
                	self.birds.append(ShapeNode(rect(0,0,10,10)))
                	bird = self.birds[len(self.birds)-1]
                	bird.color = 'black'
                	bird.size = (self.size.x/50, self.size.x/50)
                	bird.position = (self.size.x/4, self.size.y/2)
                	bird.z_position = 2
                	bird.dead = False
                	bird.distance = 0
                	bird.up = False
                	bird.max_fall_vel = Vector2(0, self.size.y/100)
                	bird.up_acc = Vector2(0, self.size.y/2)
                	bird.vel = Vector2(0, 0)
                	bird.acc = Vector2(0, 0)
                	bird.data = get_data(self, bird)
                	self.add_child(bird)
                	
                def setup_walls(self):
                	self.wall_distance = self.size.x/4
                	self.gap_size = self.size.y/6
                	self.wall_width = self.size.x/14
                	self.distance_to_next_wall = self.wall_distance + 1
                	self.walls = []
                	
                def count_distance(self, bird):
                	bird.distance = bird.distance + 1
                	
                def update_walls(self):
                	if self.distance_to_next_wall >= self.wall_distance:
                		self.distance_to_next_wall = 0
                		build_wall(self)
                	else: self.distance_to_next_wall = self.distance_to_next_wall+1
                		
                	removal = []
                	for x in range(len(self.walls)):
                		wall = self.walls[x]
                		wall.position = (wall.position.x - 1, wall.position.y)
                		
                		if wall.position.x + wall.size.x/2 < 0:
                			removal.append(x)
                	
                	for x in range(len(removal)):
                		wallIndex = removal[x]-x
                		wall = self.walls[wallIndex]
                		wall.remove_from_parent()
                		self.walls.pop(wallIndex)
                		
                def build_wall(self):
                	posY = random.randint(round(self.gap_size/2), round(self.size.y - self.gap_size/2)) #random position of gap
                	
                	self.walls.append(ShapeNode(rect(0,0,10,10))) #set up the upper wall
                	wall = self.walls[len(self.walls)-1]
                	wall.size = (self.wall_width, self.size.y - posY - self.gap_size/2)
                	wall.color = 'grey'
                	wall.position = (self.size.x + self.wall_width/2, self.size.y - wall.size.y/2)
                	wall.z_position =  1
                	self.add_child(wall)
                	
                	self.walls.append(ShapeNode(rect(0,0,10,10))) #set up the lower wall
                	wall = self.walls[len(self.walls)-1]
                	wall.size = (self.wall_width, posY - self.gap_size/2)
                	wall.color = 'grey'
                	wall.position = (self.size.x + self.wall_width/2, wall.size.y/2)
                	wall.z_position =  1
                	self.add_child(wall)
                	
                def update_bird(self, bird):
                	if bird.up:
                		bird.up = False
                		bird.acc = bird.up_acc
                	else: bird.acc = self.gravity
                		
                	bird.vel = bird.vel + bird.acc
                	if bird.vel[1] > bird.max_fall_vel[1]: bird.vel = bird.max_fall_vel
                	
                	
                	bird.position = bird.position + bird.vel
                	
                def get_data(self, bird):
                	data = []
                	for x in range(len(self.walls)):
                		wall = self.walls[x]
                		if wall.position.x + wall.size.x/2 >= bird.position.x - bird.size.x/2:
                			y_to_gap = (wall.position.x - wall.size.x/2) - (bird.position.x + bird.size.x/2)
                			if y_to_gap < 0: y_to_gap = 0
                			data.append(y_to_gap)
                			x_to_upper_wall = (wall.position.y - wall.size.y/2) - (bird.position.y + bird.size.y/2)
                			data.append(x_to_upper_wall)
                			wall = self.walls[x+1]
                			x_to_lower_wall = (wall.position.y + wall.size.y/2) - (bird.position.y - bird.size.y/2)
                			data.append(x_to_lower_wall)
                			break
                	distance_to_top = self.size.y - bird.position.y + bird.size.y/2
                	data.append(distance_to_top)
                	distance_to_bottom = bird.position.y - bird.size.y/2
                	data.append(distance_to_bottom)
                	velocity = bird.vel[1]
                	data.append(velocity)
                	return data
                
                stephen 1 Reply Last reply Reply Quote 1
                • stephen
                  stephen @Karina last edited by

                  @Karina
                  i hope this helps..

                  First

                  we have A = Action This is simply convenience. Actions are the scene module's Nimation system. You dont have to use this. As shown in the example you can do all manual animation inside the Scene.update() method. called aprox. 60/sec Read more on actions in the Documentation for Actions

                  Second

                  def w(): return get_screen_size()[0]
                  def h(): return get_screen_size()[1]
                  def MaxBrushSize(): return 10-2
                  

                  scene doent handle Global variables very well, so im told, o to avoid thi we have some "Global" variable function. all the do is return the value. vlue here is from
                  get_screen_size() β‡’ Tuple(float, float)
                  the float values is our scren size in Points. More about Points here
                  MaxBrushSize is just in case we needed a 'clamp' for Arithmatic functions.

                  Third

                  
                  def BaseBlock(parent):
                      return SpriteNode(Texture('plf:Tile_BoxItem_boxed'),
                                          size=Size(64, 64), parent=parent,
                                          anchor_point=(0.0, 0.0))
                  
                  def Block(parent):
                      return SpriteNode(Texture('plf:Tile_BoxCrate_double'), 
                                          size=Size(64, 64), parent=parent,
                                          anchor_point=(0.0, 0.0))
                  
                  def Stone(parent, x):
                      return SpriteNode(Texture('plf:Tile_BrickGrey'),
                                          size=Size(64, 64), parent=parent,
                                          anchor_point=(0.0, 0.0), position=Point(x*64, 0))
                  

                  Functions returning Our Sprites. By doing this we clean up our code making it eaier to read and debug. Technically we coud of done this in one function and check the string input for "BrickGrey" to add the minor position change. I split them up o help understanding whats going on fr yourself.

                  Next

                  class TopBrush(Node):
                      def __init__(self, brushSize, *args, **kwargs):
                          self.base=BaseBlock(self)
                          self.size=Size(64, 64)
                          self.position=Point(w()+(self.size.w), h()-self.size.h)
                          self.brushSize=brushSize
                          self.blocks=list([self.base, ])
                          
                          for x in range(1, self.brushSize):
                              b=Block(self)
                              b.position=(self.base.position[0], self.base.position[1] - x*b.size[1])
                              self.blocks.append(b)
                              
                  class BottomBrush(Node):
                      def __init__(self, brushSize, *args, **kwargs):
                          self.base=BaseBlock(self)
                          self.size=Size(64, 64)
                          self.position=Point(w()+(self.size.w), 0)
                          self.brushSize=brushSize
                          self.blocks=list([self.base, ])
                          
                          for x in range(1, self.brushSize):
                              b=Block(self)
                              b.position=(self.base.position[0], self.base.position[1] + x*b.size[1])
                              self.blocks.append(b)
                  

                  Pretyslf explnitoy here. simply grouping our sprits into two secions and setting thier position for pillar like setup. TopBrush and BottomBrush. Nothing els speceal here.

                  Lastly

                  Now that we have everything prepared we can play with it ☺️.

                  class MyScene (Scene):
                      def setup(self):
                          self.background=SpriteNode(Texture('plf:BG_Colored_grass'), 
                              size=Size(w(), h()), position=self.size/2, parent=self)
                          self.preset=[(1, 7),(2, 6),(3, 5),(4, 4),(5, 3),(6, 2),(7, 1)]
                          self.i=0.0
                          self.brushSpawnTimer=3.0
                          self.brushes=list([])
                          self.scrollSpeed=40
                          
                          for x in range(int((w()*128)/64)):
                              self.brushes.append(Stone(self, x))
                  

                  setup() is called after the Scene object is returned bu before Event Loop Starts so here you can use Scene Variables such as size or bounds to setup your Game screen Invironment.
                  *Note: you can overide the __init__ method but you must call to Scene.__init__(self, *args, **kwargs) otherwise your loop will become unstable and crash. generally no reason to call it. setup() usualy is all u need .

                  	def Add_Brush(self, choice):
                     		if self.i > self.brushSpawnTimer:
                         		bb=BottomBrush(choice[0])
                          	tb=TopBrush(choice[1])
                              self.add_child(bb)
                              self.add_child(tb)
                              self.brushes.append(bb)
                              self.brushes.append(tb)
                              self.i=0.0
                              self.brushSpawnTimer = random.randrange(3, 6)
                          else:
                              sb=Stone(self, (w()+128)/64)
                              self.brushes.append(sb)
                              
                              
                      def Remove_Brush(self, brush):
                          self.brushes.remove(brush)
                          brush.remove_from_parent()
                          self.Add_Brush(random.choice(self.preset))
                          
                  

                  Methods Add_Brush and Remove_Brush are very important. there would be no level without Add lol and Without Remove we could build up memory usage and thats never good. always clean up after yourself πŸ˜¬πŸ™ƒ

                  	def Scroll(self, brush):
                          x=brush.position[0]-self.scrollSpeed*self.dt
                          y=brush.position[1]
                          return Point(x, y)
                          
                      def update(self):
                          self.i += self.dt
                          for brush in self.brushes:
                              if brush.position[0] <= -64:
                                  self.Remove_Brush(brush)
                              brush.position = self.Scroll(brush)
                  

                  Finaly our Scroll and update methods.. these two bring it all to life.. Only thing to realy spotlight here for you is self.dt
                  this is the Time Delta, time between calls. in this case its the time between Frames and usually 0.00165.... We are using it for two uses. one is a timer for spawning our brushes and other is to smooth out the movment of our objects to make it visually appealing..


                  I hope thi helps you understand hts going on. Scene is a powerful tool and not just for game design but you have a long frustrating jurny ahead of you.. but its worth it β˜ΊοΈπŸ€“πŸ€“πŸ€“ i would suggest you look into using scene and ui modules togeather.you only need to call fom scene import * and ui is already imported in scene. ready or you. if ou do this you get a much more devloper freindly User interface along with your game loop. all you need to do is connect your Scene class to a scene.SceneView and add it to your CustomView with self.add_subview().

                  Ill be glad to help with anything else you need.

                  1 Reply Last reply Reply Quote 1
                  • stephen
                    stephen @Drizzel last edited by

                    @Drizzel well done πŸ™ƒπŸ€“πŸ˜Ž

                    1 Reply Last reply Reply Quote 0
                    • Drizzel
                      Drizzel last edited by Drizzel

                      @stephen thanks for the kind words, but some things are clumsy at best. Your summary is awesome, though. Although I am really glad that I can help here :) That way I can return at least a small amount of the support this community here has given me

                      1 Reply Last reply Reply Quote 1
                      • Karina
                        Karina last edited by Karina

                        @Drizzel you say you clumsy, but I don't know how to do theese things at all)
                        your explanations helped to understand the beginnin, I think it'll take time to understand it all
                        Do you know anything like Clock in pygame to work with time? I need to make a new column every 10 secs for example

                        Drizzel 1 Reply Last reply Reply Quote 0
                        • ccc
                          ccc last edited by

                          If you need inspiration, https://github.com/Pythonista-Tools/Pythonista-Tools/blob/master/Games.md features a Flappy Bird style game called Jumpy Octopus.

                          1 Reply Last reply Reply Quote 0
                          • Karina
                            Karina last edited by Karina

                            @Drizzel i see now what brushes are. Do you know some article to read about it? But what difference between w() and self.size.w?
                            And MaxBrushSize() just returns 8?
                            And what difference between creating Potint and just passing a tuple to the position argument?
                            Sorry about bombarding you with questions)

                            Drizzel 1 Reply Last reply Reply Quote 0
                            • Drizzel
                              Drizzel @Karina last edited by

                              @Karina said:

                              @Drizzel i see now what brushes are. Do you know some article to read about it? But what difference between w() and self.size.w?
                              And MaxBrushSize() just returns 8?
                              And what difference between creating Potint and just passing a tuple to the position argument?
                              Sorry about bombarding you with questions)

                              I'll just forward that to @stephen for now (I'm rather pressed on time for the next few hours), he's the mastermind behind brushes.

                              1 Reply Last reply Reply Quote 0
                              • Karina
                                Karina last edited by

                                @stephen thank you for help and can you give me some articles about brushes and games on pythonista?
                                And do you know a way to work with time like in pygame.Clock? I already made a column move and need to add column every 5 seconds

                                1 Reply Last reply Reply Quote 0
                                • Drizzel
                                  Drizzel @Karina last edited by

                                  @Karina said:

                                  @Drizzel you say you clumsy, but I don't know how to do theese things at all)
                                  your explanations helped to understand the beginnin, I think it'll take time to understand it all
                                  Do you know anything like Clock in pygame to work with time? I need to make a new column every 10 secs for example

                                  The update(...) function (is used in my code and the code by @stephen) is executed 60 times a second (as long as your device can handle the load). Here's a good explanation. You can use self.dt to check how much time has passed since the last frame was calculated, and self.t to check for how long the scene has been running.
                                  Then just do put this line into setup(...):

                                  self.time_of_last_column = self.t
                                  

                                  and merge this with your update(self):

                                  def update(self):
                                      if self.t - self.time_of_last_column >= 10:
                                          #put the code to place a new column here
                                          self.time_of_last_column = self.t
                                  
                                  1 Reply Last reply Reply Quote 0
                                  • Karina
                                    Karina last edited by Karina

                                    @Drizzel yes I have the docs in pythonista

                                    I tried to do it like that, but I only get the black screen that I can't even close

                                    def update(self):
                                    		time_passed = 0
                                    		while True:
                                    			time_passed += self.dt
                                    			if time_passed >= 0.5:
                                    				print(time_passed)
                                    				self.add_column()
                                    				time_passed = 0
                                    		self.column_moves()
                                    
                                    1 Reply Last reply Reply Quote 0
                                    • Drizzel
                                      Drizzel last edited by

                                      You have to remove the loop, like this:

                                      def update(self):
                                              time_passed += self.dt
                                              if time_passed >= 0.5:
                                                  print(time_passed)
                                                  self.add_column()
                                                  time_passed = 0
                                                  self.column_moves()
                                      

                                      Everything inside update() gets executed 60 times per second. Just put self.time_passed = 0 in setup()

                                      1 Reply Last reply Reply Quote 0
                                      • Drizzel
                                        Drizzel last edited by Drizzel

                                        This is a bit smarter:

                                        from scene import *
                                        import sound
                                        import random
                                        import math
                                        A = Action
                                        
                                        class MyScene (Scene):
                                        	def setup(self):
                                        		self.background_color = 'white'
                                        		
                                        		self.blocks = []
                                        		for x in range(5):
                                        			block = ShapeNode(rect(0,0,10,10))
                                        			block.color = 'black'
                                        			block.size = (30, 30)
                                        			block.position = (self.size.x - 30, x*block.size[1] + block.size[1]/2)
                                        			self.add_child(block)
                                        			self.blocks.append(block)
                                        			
                                        		self.previous_time = self.t #self.t is the time that the game has been running
                                        	
                                        	def update(self): #everything in Here gets called 60 times a second
                                        		if self.t - self.previous_time >= .5: 
                                        			self.previous_time = self.t
                                        			self.move_blocks()
                                        	
                                        	def move_blocks(self):
                                        		for block in self.blocks:
                                        			position = block.position
                                        			new_x = position[0] - 10
                                        			block.position = (new_x, position[1])
                                        
                                        if __name__ == '__main__':
                                        	run(MyScene(), show_fps=False)
                                        
                                        1 Reply Last reply Reply Quote 0
                                        • Karina
                                          Karina last edited by

                                          @stephen about your brushes I began to implement it by I don 't understand some things:
                                          what the difference between w() and self.size.w and
                                          MaxBrushSize just returns 8??
                                          And the program and the graphics look great😊

                                          stephen 1 Reply Last reply Reply Quote 0
                                          • Karina
                                            Karina last edited by Karina

                                            from scene import *
                                            import random
                                            import time
                                            
                                            
                                            A = Action()
                                            
                                            
                                            def Ground(parent):
                                            	return SpriteNode('plf:Ground_Grass', parent=parent)
                                            	
                                            
                                            def ColumnBlock(parent):
                                            	return SpriteNode('plc:Brown_Block', parent=parent)
                                            
                                            
                                            class BottomBrush(Node):
                                            	def __init__(self):
                                            		self.ground = GroundBlock(self)
                                            		self.position = (self.size.w)
                                            		
                                            	
                                            class Game(Scene):
                                            	def setup(self):
                                            		self.background_color = '#99d7ff'
                                            		#to track when 5 seconds passed and need to add a new column
                                            		self.time_passed = 0
                                            		#add the first column so you don't have to wait for it 5 seconds
                                            		self.columns = []
                                            		self.add_column()
                                            		x = 0
                                            		ground = Node(parent=self)
                                            		ground.z_position = -1
                                            		#building the upper and lower ground
                                            		while x < self.size.w:
                                            			lower_tile = SpriteNode('plf:Ground_Grass', (x, 30))
                                            			higher_tile = SpriteNode('plf:Ground_GrassCenter', (x, 738))
                                            			x += 60
                                            			ground.add_child(lower_tile)
                                            			ground.add_child(higher_tile)
                                            			
                                            		self.speed = 1
                                            		
                                            	
                                            	def update(self):
                                            		self.time_passed += self.dt
                                            		if self.time_passed >= 5:
                                            			self.add_column()
                                            			self.time_passed = 0
                                            		self.column_moves()
                                            			
                                            			
                                            	def add_column(self):
                                            		lower = random.randint(0, 360) // 64
                                            		higher = 9 - lower
                                            		#building the lower part
                                            		y = 35
                                            		for i in range(lower):
                                            			block = ColumnBlock(parent=self)
                                            			block.anchor_point = (0.5, 0)
                                            			block.position = (self.size.w, y)
                                            			self.columns.append(block)
                                            			y += 64
                                            		#building the higher part
                                            		y = 738
                                            		for i in range(higher):
                                            			block = ColumnBlock(parent=self)
                                            			block.anchor_point = (0.5, block.size.h)
                                            			block.position = (self.size.w, y)
                                            			self.columns.append(block)
                                            			y -= 64
                                            			
                                            			
                                            	def column_moves(self):
                                            		actions = [A.move_by(-self.size.w, 0, 30/self.speed), A.remove()]
                                            		for i in self.columns:
                                            			i.run_action(A.sequence(actions))
                                            				
                                            			
                                            
                                            
                                            run(Game())```
                                            
                                            For now I have this. It makes columns move just like I need. There will be the bird and the functions it needs, and I'm doneπŸ˜€
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