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This is the community forum for my apps Pythonista and Editorial.
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Flappy bird
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@Karina ill whip up a quick example that will show the diferences and ill Annotate as much as i can 🙃 hang tight
what do you mean you have nothing to write on?
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@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
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@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.
- w()
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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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@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?
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@Karina what i mean by linear is the scripts are writen in a step by step manner. and then the rest is all focused inside the loop body. just a way i refer to simple writing techniques. where alternatively i tend write in a manner that jumps around. multiple inheritence, conroller types, delegates.. and so on.
@karina said:
@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?
ui.in_background()
decorator executes the following process in the main thread instead of on your current event loop's. whenever you call module levelrun()
function fromscene
or class methodView.Present()
fromui
you create a new event loop separate from Interpreters main thread. Python uses GIL (Global Interpreter Lock) that only alows one thread. you can still use multiprocessing though. for info on that check out Asynchronous programming. the reason for GIL is objC memory managment is not considered "Thread Safe".Docs said:
ui.in_background(fn):
Call a function on the main interpreter thread. This is useful to perform long-running tasks from an action or delegate callback without blocking the UI. It can also be used for functions that don’t support being called from the main UI thread (e.g. console.alert()).
as far as you not using the
ui
module... you have been this whole time.. lolscene
usesui
quite heavely. and you dont need to importui
separatly. by usingfrom scene import *
ui
is also included. from your game just callui.
and then whatever you want from there. when you run yourscene
game it actually prepares theui
stuff for you and then presents aSceneView
if you setup a customView
class in your game script you can create ascene.SceneView
and set itsSceneView.scene
property to your Game Object. then instead of usingrun(MyScene())
you present the View which places your game in its own frame on your screen making it easy to add ui objects as your gui for ur game. -
@Karina and im almost finished with the Animation/Actions demo. should be posted later this evening.
currently 5pm my time
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@Karina and im almost finished with the Animation/Actions demo. should be posted later this evening.
currently 5pm my time👍
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def touch_began(self, touch): sound.play_effect('arcade:Jump_4') self.player.texture = player_textures[3] jumping = [A.move_by(0, 100, 0.2), A.wait(1), A.move_by(0, -100, 0.1)] self.player.run_action(A.sequence(jumping)
I tried to make him jump but it doesn't work. I know there should be a more clever way to do that but I have no idea
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@Karina I haven’t used Actions much, I prefer animating nodes myself. But theoretically, from reading the docs, your code should work (assuming your indentation is correct and your actual code doesn’t miss the closed bracket at the end)
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@stephen you mean fixing the Node pos by yourself? Action should work smoother and easier to write. If it also worked here)
And why in your program you called this blocks brushes?🖌 -
I began to read about threads and sometimes don't understand what about this all, but in general understand. And for what here to use them? It encreases the speed of smth?
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@Karina @Drizzel here is a demo for action timing. i intended to have much more informative and visually attractive version and ill improve it in time but for noe you can see a visual difference between each interpolation.
note: this is formated for ipad only. future versions will have formatting for other devices. i appoligise.
from scene import * class BaseSign(SpriteNode): def __init__(self, texture=None, tag='Sign', *args, **kwargs): super().__init__(texture=texture, *args, **kwargs) self.anchor_point=(0.0, 1.0) self.position = Point(10, get_screen_size()[1]-10) self.z_position=1 self.color='#000000' self.size=Size(get_screen_size()[0]-20, get_screen_size()[1]-20) self.bg=SpriteNode( texture=None, color='#80cdff', position=Point(3, -3), anchor_point=(0.0, 1.0), size=Size(get_screen_size()[0]-26, get_screen_size()[1]-26), parent=self) self.sign=LabelNode( '', position=Point(1, 15), z_position=3, font=('Ubuntu Mono', 18), parent=self.bg, color='#000000', anchor_point=(0.0, 1.0)) class MyScene (Scene): def setup(self): self.dur=5 self.moveToPos=(73, 245) self.sign=BaseSign(parent=self, position=self.size/2) self.sign.sign.text=self.Text() for x in range(16): b=SpriteNode(Texture('pzl:BallGray'), size=Size(16, 16), color='#00f90b', position=Point(73, (get_screen_size()[1]-132) - 36.15*x), z_position=9, parent=self) b.run_action( Action.repeat( Action.sequence( Action.call(self.UpdateTime, 0.1), Action.wait(0.5), Action.move_to(self.moveToPos[1], b.position[1], 2, x), Action.move_to(self.moveToPos[0], b.position[1], 2, x)),-1)) def UpdateTime(self, node, progress): if self.speed is 1: self.speed=0.5 else: self.speed=1 self.sign.sign.text=self.Text() def Text(self): return f''' ╔════════════════════════╗ ║ BUILT_IN_CONSTANT ║ ╠════╦════════╦══════════╣ ║ 2s ║ 2 part ║ 1x speed ║ ╠════╩════════╩══════════╣ ║TIMING_LINEAR ║ ╟═╡ ╞═╢ ║TIMING_EASE_IN_2 ║ ╟═╡ ╞═╢ ║TIMING_EASE_IN_2 ║ ╟═╡ ╞═╢ ║TIMING_EASE_OUT ║ ╟═╡ ╞═╢ ║TIMING_EASE_OUT_2 ║ ╟═╡ ╞═╢ ║TIMING_EASE_IN_OUT ║ ╟═╡ ╞═╢ ║TIMING_SINODIAL ║ ╟═╡ ╞═╢ ║TIMING_ELASTIC_OUT ║ ╟═╡ ╞═╢ ║TIMING_ELASTIC_IN ║ ╟═╡ ╞═╢ ║TIMING_ELASTIC_IN_OUT ║ ╟═╡ ╞═╢ ║TIMING_BOUNCE_OUT ║ ╟═╡ ╞═╢ ║TIMING_BOUNCE_IN ║ ╟═╡ ╞═╢ ║TIMING_BOUNCE_IN_OUT ║ ╟═╡ ╞═╢ ║TIMING_EASE_BACK_IN ║ ╟═╡ ╞═╢ ║TIMING_EASE_BACK_OUT ║ ╟═╡ ╞═╢ ║TIMING_EASE_BACK_IN_OUT ║ ╟═╡ ╞═╢ ╚════════════════════════╝''' if __name__ == '__main__': run(MyScene(), show_fps=True)
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@Karina I think you got me mixed up with @stephen :) And yes, I do prefer to fix the node‘s position manually.
My version of flappy bird I posted here some days ago is a good example. I used basic physics formulas to give the bird an acceleration, and then use that to calculate the bird‘s speed and thus position at a given time. Then adjusting the gravity and weight parameters made the motion feel “just right” (in my opinion).
Technical stuff aside, I just do it for greater control, so I can get the feeling of motions right.
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@stephen looking good! I always was a little too lazy to try them all out... and I’m not using scene much nowadays.
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@Karina said:
@stephen you mean fixing the Node pos by yourself? Action should work smoother and easier to write. If it also worked here)
And why in your program you called this blocks brushes?🖌i did mean changing the nodes pos manually and its prety smooth esspecially when you implement your own interpolation (the TIMING constants used with Actions).
what my main concern was that you were creating an Action Proccess for every block instead of having one Action Process for a group of blocks. this group would be the brushes i keep talking about.
in my older exampe i did refer to blocks as brushes and then later i corrected myself. in my final example (the game not the action demo and i havnt finished my version of the game yet) will have "brushes" and everything will be anotated so you its easy to understand each part.
Brush: predefined graphical structure to be instantiated multiple times. often cached for fast referencing." Example: Trees and Vilages in MineCraft..
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@Karina said:
I began to read about threads and sometimes don't understand what about this all, but in general understand. And for what here to use them? It encreases the speed of smth?
I certainly don’t know everything about threads either, but here’s my understanding of them.
The basics:
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I think of threads like... well threads, as in strings or a thin rope. And when you open a thread, the code in this thread is run separated to other threads.
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Thus Threads allow for separate codes to run “at the same time” (this technically isn’t possible, and is done through some tricks so that it appears so. Thus the quotation mark. But I’m not here to confuse you, so let’s go on)
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Therefore you can have one section of code that (for example) has a time.sleep(100000) in it, and a thread that prints stuff in an infinite loop. Since they run in different threads, your code will still print stuff, even though there’s a stupidly long sleep statement in it
Edit If you want some coding examples, I can write you some with comments
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###Quick Update..
Nearly finished with the example game. I usually dont take this long but lifes been crazy lol
Done:
- EventManager
- block type classes
- GameObject class for creating individual objects
- Brush class for creating brush objects (template groups of GameObjects)
- land and sky generation
- Obsticle Gap Generation (better flow of gap hieght generation)
- Animation Class (added to GameObjects and Brushes as Instance Properties)
- Standard Obsticle Brush (objects with gap to flap/fly through)
- Connection of GameObjects, Brush Objects, Animations, EventManager and Scene Class. (pretymuch everyone can talk to everyone and all get Tick/Update calls to stay current)
TODO:
- Player class
- points score and rewards system
- Main Menu
- Settings Menu (maybe.. depends on time)
- PowerUps/Buffs/Boosters
- Game State Handle
NOTE:
@Karina did the Action timing demo help you understand the differences between each? it wasnt as informative as i like but figured it was ok givin the visual aspect
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@Drizzel But in pythonista threads can't run in parallel, so it shouldn't increase the speed. So what benefits we have?
And when I put sleep, I don't want things to print###Quick Update..
Already some familiar things in it)
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@Karina did the Action timing demo help you understand the differences between each? it wasnt as informative as i like but figured it was ok givin the visual aspect
@stephen Yes but it seems that all they are alike, some are nearly the same. But what the columns 2s, 2 part, 1x speed?
And how did you built this table?)And I'm learning, most of time with my ipad, the most important that it's suitable for it