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    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 β€” I'm @olemoritz on Twitter.


    Flappy bird

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    • 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)
          
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          • 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˜€
              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 πŸ€“


                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 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 πŸ€“πŸ€“

                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 howπŸ˜…. 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 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. 
                            	πŸ€“πŸ˜… 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 ☺️
                        	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 scene’s update() method is called 60
                    	times per second. Set the frame_interval parameter to 2 for 
                    	30fps, 3 for 20, etc. ## 
                    	β‘Ά 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. ##
                    	β‘Έ show_fps=False
                    ## you shouldnt need this for this game if kept simple
                    	β‘Ή multi_touch=True
                    	)
                    '''
                    run(Game())
                    
                    # now to write that version two example for u. and again great work!
                    
                    
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                    • stephen
                      stephen @Karina last edited by stephen

                      @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 howπŸ˜…. 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
                      translated self.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 howπŸ˜…. 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

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

                        @Karina

                        never too many questions

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

                          @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.

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

                            @Karina just an update ive been a bit busy but i might have my project ready in the next 20 hours or so. it wont have a lot of comments but ill put a few. but im trying to use only descriptive naming so it should not beva problem.hope to see what you learned from this project πŸ€“πŸ€“πŸ€“

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

                              @stephen said:

                              self.point=Point(w() + self.position.w, h() - self.size.h) <

                              Ah, I forgot that we're inside Node, not Scene

                              i understand what lw() does, but what is lower port width? And lw() is the returns the width, if add bw(), we should get beyond the screen?

                              self.size.w is somthing crazy like 2389488754589433357

                              I went to check the self.size.w, and it is 1024. What do you it is smth like thatπŸ‘†? And why in that case for is better than while?

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

                                @karina said:

                                @stephen said:

                                self.point=Point(w() + self.position.w, h() - self.size.h)
                                Ah, I forgot that we're inside Node, not Scene

                                i understand what lw() does, but what is lower port width? And lw() is the returns the width, if add bw(), we should get beyond the screen?

                                Response:

                                    sw β‡’ screen width
                                    bw β‡’ block width
                                    lw β‡’ level view port width
                                

                                top part and lower part , at least in this case, are the same size width. so both top and bottom parts get their size width from our bw() Block Width.
                                Yes we do want to add AT LEAST block width past screen width.
                                Video Games are Feuled by immersion. You wand the End User to feel that our Level already exists.. so they must not see the objects pop into our level. so we do this just outside the view port. same for removinghe objects. we wait till they are at least Block Width negative position if block.w < -block.w: del block.
                                Also in our position checks we want to compare < for removing blocks and > for adding blocks and not <= and >=. by doing this we get a 1 point buffer insuring our create and delete actions are not visible bo End User.


                                @karina said:

                                @stephen said:

                                self.size.w is somthing crazy like 2389488754589433357

                                I went to check the self.size.w, and it is 1024. What do you it is smth like thatπŸ‘†? And why in that case for is better than while?

                                Response:

                                β€œ πŸ€“πŸ˜… unlikely i know but just for fun... ”

                                the value 2389488754589433357 this game is simple so this shouldnt happen. you coud see similar if you had bad execution order while using large open world type game environment...

                                since python has a GIL Global Interpreter Lock both the for and the whie loops are "blocking" and both can be used to achive hat you want.. The only prolem i can see making the for loop better choice here is that a while loop has the possibility of being infinit if somthing doesnt go right where the for loop has a predefined end point. insuring the game will not freeze forever do to your code withen.



                                did i cover what you were confused for these? im not sure i completey understook your questions. πŸ™ƒ

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

                                  I thought of grouping the blocks but don't know how to do it.

                                  It's quite difficult to me to formulate them now cause I don't have anything to write on and can't buy it😿 But:

                                  I don't know what the timing_sinodial, timing_ease in and others mean. I tried to play with them in examples but didn't see the difference, also anti-alias and its 4x multisampling
                                  And the Brushes, so didn't implement it and MaxSizeBrush, but maybe I will when do the jumps

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

                                    @Karina ill whip up a quick example that will show the diferences and ill Annotate as much as i can πŸ™ƒ hang tight

                                    what do you mean you have nothing to write on?

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                                    • Karina
                                      Karina last edited by

                                      @stephen a notebook or smth and I wouldn't have to look what was in the beginning and had important things in front of me

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

                                        @Karina said:

                                        @stephen a notebook or smth and I wouldn't have to look what was in the beginning and had important things in front of me

                                        what are you using currently? and im sorry im taking so long to get back but i read overball the comments and im not sure i covered all the questions before. do you still not understand how the following works?

                                        • w()
                                          -update(self)
                                          -self.dt
                                          -self
                                          -self.size.w
                                          -lw()

                                        my final example full game will include all these and more but i dont want you to throw a full script at you unless you can comprehend a good amount. most of what has been covered has been mostly linear and the full script ill feel like a spider web lol but ill annotate as much as i can.

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

                                          w()
                                          -update(self)
                                          -self.dt
                                          -self
                                          -self.size.w
                                          -lw()

                                          This yes, here it looks quite easy.
                                          I'm trying to write for now like I can, though it's not the best way and I get annoying bugs sometimes
                                          What it means that it all was linear?

                                          the full script ill feel like a spider web lol but ill annotate as much as i can.

                                          Wow I'm scared

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                                          • Karina
                                            Karina last edited by Karina

                                            @stephen You said @in_background makes smth run on a dif thread. I'm not into the ui for now, but what is the dif thread?

                                            stephen 2 Replies Last reply Reply Quote 0
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