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Flappy bird
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@Karina
i hope this helps..First
we have
A = Action
This is simply convenience.Actions
are thescene
module's Nimation system. You dont have to use this. As shown in the example you can do all manual animation inside theScene.update()
method. called aprox. 60/sec Read more on actions in the Documentation for ActionsSecond
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()
βTuple(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
andBottomBrush
. Nothing els speceal here.Lastly
Now that we have everything prepared we can play with it βΊοΈ.
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 assize
orbounds
to setup your Game screen Invironment.
*Note: you can overide the__init__
method but you must call toScene.__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
andRemove_Brush
are very important. there would be no level withoutAdd
lol and WithoutRemove
we could build up memory usage and thats never good. always clean up after yourself π¬πdef 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
andupdate
methods.. these two bring it all to life.. Only thing to realy spotlight here for you isself.dt
this is theTime Delta
, time between calls. in this case its the time between Frames and usually0.00165...
. 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 βΊοΈπ€π€π€ i would suggest you look into using
scene
andui
modules togeather.you only need to callfom scene import *
andui
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 yourScene
class to ascene.SceneView
and add it to yourCustomView
withself.add_subview()
.Ill be glad to help with anything else you need.
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@Drizzel well done ππ€π
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@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
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@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 -
If you need inspiration, https://github.com/Pythonista-Tools/Pythonista-Tools/blob/master/Games.md features a Flappy Bird style game called
Jumpy Octopus
. -
@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) -
@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.
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@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 -
@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 exampleThe 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
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@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()
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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()
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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)
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@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 greatπ -
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 doneπ
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Outstanding work so far! im very impressed on how fast you are grasping this.
first ill answer your questions π€
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 currentNode's
width. Yes when used inside yourSubclass
ofscene.Scene
this will be the same value. but this is only becasue you are initiating itsView
by using the module levelrun()
function. (run always launches in fullscreen). but in the future you may notwant fullscreen and this means you would use a customui.View
class then add aSceneView
to it. now if you use thew()
function you will get screen width as expected but now yourself.size.w
will return a different value referencing theSceneView's
frame (frame β¨ Tuple(x, y, width, height)
) you can also retrieve this uingMySceneView.frame[2]
. in our case i didnt needto use thew()
function but we practice how we wantto playon game day. π 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 bforn
seconds. since we already have this in out code all we need to do is make a quick change.. this would be the replacement β₯₯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 π€π€
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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 howπ . But why theese things can happen?
I have hundred of questions on each couple lines)
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''' 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 β screen width sh β screen height bw β block width bh β block height so β screen orientation lw β level view port width lh β 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. π€π 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 (β_β) #note: velocity would be set inside startup/__init__ and can be used # with powerups βΊοΈ 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 ## β΄ 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. ## β΅ orientation=DEFAULT_ORIENTATION ## frame rate controle FROM DOC: By default, the sceneβs update() method is called 60 times per second. Set the frame_interval parameter to 2 for 30fps, 3 for 20, etc. ## βΆ 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. ## β· anti_alias=False ## explains itself. i tent do make my own so i can control the color and position. ## βΈ show_fps=False ## you shouldnt need this for this game if kept simple βΉ multi_touch=True ) ''' run(Game()) # now to write that version two example for u. and again great work!
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@Karina said:
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 howπ . But why theese things can happen?
I have hundred of questions on each couple lines)
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 2self.position.w? And why instead of sec arg don't just right 0??*self.position.w should be self.position.x
translatedself.point=Point(w() + self.position.w, h() - self.size.h)
means
Node's Position is a Point Object with x coordinate at screen width plus node's position x and y coordinate at screen height minus nodes hieght.or in other words
x = screen_width + self.position.x
y = screen_hieght - self.size.hieght
self.position = Point(x, y)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 howπ . But why theese things can happen?
this was my fault lol i forgot you need to att a decorator from ui module
@ui.in_background def add_column(self): time.sleep(5)
this will run sleep on a different thread than your scene
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never too many questions
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@Karina now im off to write the game in the way i would. so you can compare. in no way is MY way the best or even the most correct. but it is the way i learned to implement different objects and functionality over the years.