omz:forum

    • Register
    • Login
    • Search
    • Recent
    • Popular

    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.


    Flappy bird

    Pythonista
    4
    81
    25222
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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() ⇒ 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 😬🙃

            	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 ☺️🤓🤓🤓 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 🙃🤓😎

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

                                        @Karina

                                        Outstanding work so far! im very impressed on how fast you are grasping this.

                                        first ill answer your questions 🤓


                                        what the difference between w() and self.size.w?

                                        In my example w() is recieving the width size of the screen directly. self.size.w is reference to the current Node's width. Yes when used inside your Subclass of scene.Scene this will be the same value. but this is only becasue you are initiating its View by using the module level run() function. (run always launches in fullscreen). but in the future you may notwant fullscreen and this means you would use a custom ui.View class then add a SceneView to it. now if you use the w() function you will get screen width as expected but now your self.size.w will return a different value referencing the SceneView's frame (frame ⇨ Tuple(x, y, width, height)) you can also retrieve this uing MySceneView.frame[2]. in our case i didnt needto use the w() function but we practice how we wantto playon game day. 😎 good habets produce great programs.


                                        MaxBrushSize just returns 8??

                                        yes i know the return 10-2 seems useless. but maybe down the road you want to create, lets say, powerups. one might be the gaps get larger bfor n seconds. since we already have this in out code all we need to do is make a quick change.. this would be the replacement ⥥

                                        	def MaxBrushSize(mod):
                                        		return 10 - mod
                                        

                                        then somwhere in your code you you add somthis similar to this

                                        	...
                                        	def StartGapPowerUp(self, value ):
                                        		self.maxBrushSize = MaxBrushSize(value)
                                        		time.sleep(10) #waits 10 seconds
                                        		self.maxBrushSize = MaxBrushSize(default)
                                        	...
                                        

                                        ive been playthingwith game development for many years in multiple languges so i have built some habits that i dont notic i do anymore lol.



                                        next post will be some notes nd pointers of you latest code posted and ill put a script showing my previous answeres in action! stay tuned 🤓🤓

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

                                          1. self.point=Point(w() + self.position.w, h() - self.size.h)
                                          If w() and self.size.w are the same here, then we got 2*self.position.w? And why instead of sec arg don't just right 0??

                                          2. When I tried to use sleep(), my screen just got black and I couldn't close it. And also was a problem and it all hang and didn't move. I did smth and fixed it, don't know how😅. But why theese things can happen?

                                          I have hundred of questions on each couple lines)

                                          stephen 2 Replies Last reply Reply Quote 0
                                          • stephen
                                            stephen @Karina last edited by stephen

                                            @Karina

                                            '''
                                            I realized i didnt fully implemate Brushes and that might have been confusing.
                                            so ill post a new script using actual brushes. 
                                            
                                            and as a bonus for showing you actually want to learn and not just copy/paste 
                                            ill add some extra functionality for your 'cookbook'. 
                                            
                                            
                                            i do apologise about the amount on notations lol there beingbalot of comments
                                            doesnt mean its a bd script. most is advice. i did change a few things mostly
                                            for your convenience and to smooth out animation.
                                            
                                            but first here is some notes on hat you have provided thus far..
                                            '''
                                            from scene import *
                                            import random
                                            import time
                                            
                                            
                                            A = Action()
                                            
                                            '''
                                            i added these so you only have one place to change sizes instead of
                                            bouncing around
                                            	sw ⇒ screen width
                                            	sh ⇒ screen height
                                            	bw ⇒ block width
                                            	bh ⇒ block height
                                            	so ⇒ screen orientation
                                            	lw ⇒ level view port width
                                            	lh ⇒ level view port height
                                            '''
                                            
                                            
                                            def sw(): return get_screen_size()[0]
                                            def sh(): return get_screen_size()[1]
                                            def bw(): return 64
                                            def bh(): return 96
                                            def so(): return 1 if sw() < sh() else 2
                                            def lw(): return 1024 if so() is 2 else 768
                                            def lh(): return 1024 if so() is 1 else 768
                                            
                                            
                                            
                                            def Ground(parent):
                                                return SpriteNode('plf:Ground_Grass', parent=parent, size=Size(bw(), bh()))
                                               
                                            
                                            
                                            def ColumnBlock(parent):
                                                return SpriteNode('plc:Brown_Block', parent=parent, size=Size(bw(), bh()))
                                            
                                            '''
                                            not sure what happened here but as you 
                                            probably know if called wil throw exceptions. 
                                            im assuming this is why you dont actually use it.
                                            
                                              self.position = (self.size.w)
                                            
                                            first a regular Node object hase no size property.
                                            BUT it has a bbox wich is a scene.Rect with a width value. 
                                            even with that said a poisition property much recieve a 
                                            2 Tuple (x, y) preferably a Point object but not neccesary.
                                            	i.e:
                                            		self.position = Point(x, y)
                                            let me know if your having a problem here it seem as your
                                            trying to use self to refer to your Scene class. and you can.
                                            but not through self. if your not sure how self work i can tell
                                             u jut say
                                            '''
                                            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)
                                                    
                                                    #building the upper and lower ground
                                                    '''
                                                    	Generally a while loop is not a very big deal but in this
                                                    	case its not a great idea.
                                                    	i say this because what if for some unknown reason
                                                    	self.size.w is somthing crazy like 2389488754589433357. 
                                                    	🤓😅 unlikely i know but just for fun...
                                                    	now your game is hung up seeming like it is frozen to end user.
                                                    	now a for loop, at least i feel, is much safer in this. matter.
                                                    	but to be honest.. a premade pillar object would be best use. ill 
                                                    	show this in next post. 
                                                    '''
                                                    while x < lw()+bw():
                                                        lower_tile = SpriteNode('plf:Ground_Grass', 
                                                        	position=Point(x, 0), size=Size(bw(), bw()), anchor_point=(0.5, 0.0))
                                                        higher_tile = SpriteNode('plf:Ground_GrassCenter', 
                                                        	position=Point(x, lh()), size=Size(bw(), bw()))
                                                        x += bw()
                                                        ground.add_child(lower_tile)
                                                        ground.add_child(higher_tile)
                                                        
                                                    self.speed = 1 # Node.speed is defaulted to 1.0
                                                    '''
                                                    changed z_position to keep to and bottom over blocks
                                                	'''
                                                    ground.z_position = 999
                                                def update(self):
                                                    self.time_passed += self.dt
                                                    '''
                                                    good job with >= hen comparing floats in this manner never use ==
                                                    
                                                    sence your calling self.column_moves() every frame we can manually
                                                    move our blocks. (see method comment)
                                                    # note: changing "5" to eithere a random int or an instance property
                                                    	will  alow a more dynamin level generation.
                                                    '''
                                                    if self.time_passed >= 5:
                                                        self.add_column()
                                                        self.time_passed = 0
                                                    self.column_moves()
                                                        
                                                        
                                                def add_column(self):
                                                	
                                                    lower = random.randint(1, 360) // bw()
                                                    higher = 9 - int(lower)
                                                    #building the lower part
                                                    y = 35
                                                    '''
                                                    here you can get rid of the variable "lower"
                                                    this should reduse memory use. for this game it
                                                    doesnt matter but in future it could make a diference. 
                                                    use this instead..
                                                    
                                                  		  for i in range(random.randint(0, 360) // 64):
                                                    	
                                                    this insures the memory is released after forloop.
                                                    
                                                    also i would suggest moving 
                                                    		block.anchor_point = (0.5, 0)
                                            			        		and
                                            			    block.position = (self.size.w, y)
                                                    to your ColumnBlock function like this
                                                    	
                                            	        def ColumnBlock(parent, x, y):
                                            	    		return SpriteNode('plc:Brown_Block',
                                            						    		anchor_point=(0.5, 0),
                                            						    		position=Point(x, y),
                                            						    		parent=parent)
                                            						    		
                                            		then in your for loop make your "i" var useful and get rid of "y"
                                            		
                                            			for i in range(lower):
                                            	            self.columns.append(ColumnBlock(self, self.size.w, i*64))
                                            	            
                                            		now we dont add a new block to memory then copy to list.  we
                                            		just add one to list and memory at same time.
                                                    
                                                         anchor_point is values 0 to 1 
                                                         0 being botom left a 1 being top/right
                                                         (1, 1) would be top right
                                                         (0.5, 0.5) would be center.
                                                         changed block.size.h to 1.0
                                                    '''
                                                    for i in range(1, lower+1):
                                                        block = ColumnBlock(parent=self)
                                                        block.anchor_point = (0.5, 0.5)
                                                        block.size= Size(bw(), bh())
                                                        block.position = (lw(), bh()/3+i*bw())
                                                        
                                                        block.z_position = -i
                                                        self.columns.append(block)
                                                        y += bw()
                                                    #building the higher part
                                                    y = lh()
                                                    for i in range(1, higher+1):
                                                        block = ColumnBlock(parent=self)
                                                        block.anchor_point = (0.5, 0.5)
                                                        block.position = (lw(), (lh()-i*bh()/2))
                                                        block.z_position = i
                                                        self.columns.append(block)
                                                        y -= bh()
                                                        
                                                '''
                                                great work on this part only sugestion would be to set your interp timing.
                                                probably TIMING_SINODIAL  in this case cuz its mich smoother than linear.
                                                and this will go where you have "30/self.speed". and this oddly doesnt thow
                                                an excption and id avoid "0" for duration. 0.1 seems fast enough. or even 
                                                0.01 if needed. so somthing like ths.
                                                
                                                		A.move_by(-self.size.w, 0.1, TIMING_SINODIAL)
                                                		
                                                you also dont need remove. this is meant o remove objects not Actions.
                                                sinve you pass none or () its does nothing.
                                                
                                                one more thing the "self.speed is used to modify Action speed. but its 
                                                automatically implemented. to if you want a 2x animation speed just set
                                                self.speed = 2  and everything else is done for you."
                                                
                                                you also should useba Node object to group the sprites this way theres
                                                no need for the for loop. you just move the parent and child nodes will
                                                follow.
                                                i changed the folowing method so that it stops the "jerking"bwhen it 
                                                moves. they now move smoothly
                                                
                                                ::from update comment::
                                                with that all said, lets be nice to our cpu and instead of runing an Action 
                                                proccess lets just do some simple math. im not changing thisone but i would 
                                                write the following:
                                                	#note: i wouldnt do this for every block i would group the colums (◕_◕) 
                                            		#note: velocity would be set inside startup/__init__ and can be used
                                            		#      with powerups ☺️
                                                	for i in self.columns:
                                                        i.position = Point(
                                                        	i.position[0] - self.velocity*self.dt, i.position[1])
                                                	
                                                '''
                                                
                                                def column_moves(self):
                                                    actions = [A.move_by(-self.size.w/2, 1, TIMING_SINODIAL)]
                                                    for i in self.columns:
                                                        i.run_action(A.sequence(actions))
                                                            
                                                        
                                            '''
                                            dont forget you can set some properties when calling the  "run()" function
                                            
                                            scene.run()
                                            ## you know this one lol ##
                                            	⑴ scene
                                            ## alloud orientations. 
                                            -	FROM DOC: Important: The orientation 
                                            -	parameter has no effect on iPads starting with iOS 10 because
                                            -	it is technically not possible to lock the orientation in an app
                                            -	that supports split-screen multitasking. ##
                                            	⑵ orientation=DEFAULT_ORIENTATION 
                                            ## frame rate controle
                                            	FROM DOC: By default, the scene’s update() method is called 60
                                            	times per second. Set the frame_interval parameter to 2 for 
                                            	30fps, 3 for 20, etc. ## 
                                            	⑶ frame_interval=1
                                            ## this game wont need but here you go
                                            	FROM DOC: Set this to True to enable 4x multisampling. This has
                                            	a (sometimes significant) performance cost, and is disabled by
                                            	default. ##
                                            	⑷ anti_alias=False
                                            ## explains itself. i tent do make my own so i can control the 
                                            	color and position. ##
                                            	⑸ show_fps=False
                                            ## you shouldnt need this for this game if kept simple
                                            	⑹ multi_touch=True
                                            	)
                                            '''
                                            run(Game())
                                            
                                            # now to write that version two example for u. and again great work!
                                            
                                            
                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post
                                            Powered by NodeBB Forums | Contributors