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    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello โ€” I'm @olemoritz on Twitter.


    Flappy bird

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    • stephen
      stephen @Karina last edited by

      @Karina said:

      	def player_flies(self):
      		g = gravity()
      		speed = 1000
      		if abs(g.x) > 0.05:
      			y = self.player.position.y
      			self.player.position.y = min(sh(), max(41, y + speed*g.y))
      			print(self.player.position.y)
      

      I tried to move him with gravity but also doesn't work, like player.position.y is unchangeable or = doesn't work
      Don't know what to do๐Ÿ˜’

      in my earlierpost i show that you must set the hole position you cannot set just x or y

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

        @Karina said:

        @stephen said:

        Vibrate(self, repeat, speed, t=TIMING_LINEAR):
        self.node.run_action(
        a.repeat(
        a.group(
        a.sequence(
        a.move_by( 5, 5, speed, t),
        a.move_by(-5,-5, speed, t),
        a.move_by(-5, 5, speed, t),
        a.move_by( 5,-5, speed, t)),
        a.sequence(
        a.scale_y_by( 0.1, speed, t),
        a.scale_y_by(-0.1, speed, t),
        a.scale_y_by( 0.1, speed, t),
        a.scale_y_by(-0.1, speed, t))
        ),repeat))

        I think I have a problem in my action that after moving up there's down, so it does nothing. But here you do it๐Ÿ˜ณ

        this was an example of doing a vibration effect. so it needs to move even amounts in directions because its doesnt move anywhere. just "shakes"

        was mainly meant to show you a repeated group with sequence sections for action structures

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

          def touch_began(self, touch):
              self.player.run_action(
                  a.sequence(
                      a.move_by(128, 64, 0.5, TIMING_LINEAR),
                      a.wait(0.1),
                      a.move_by(128, 128, 2, TIMING_LINEAR)), 'tag:player-jump')
          

          But it means he moves on 128 forward, cause move_by(dx, dy, duration, timing_mode). And after wait he should move Dow, so dy with minus? And what is 'tag:player-jump'?

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

            my game example will show u MANY things throught and is currently at 1400 lines

            @stephen this is *10 more than anything I have ever read๐Ÿ˜ณ Don't worry, you can't show too little things in it๐Ÿ˜…
            I should be an easy game, I thought I the beginning

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

              @Karina ill be posting the example shortly

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

                @Karina said:

                def touch_began(self, touch):
                    self.player.run_action(
                        a.sequence(
                            a.move_by(128, 64, 0.5, TIMING_LINEAR),
                            a.wait(0.1),
                            a.move_by(128, 128, 2, TIMING_LINEAR)), 'tag:player-jump')
                

                But it means he moves on 128 forward, cause move_by(dx, dy, duration, timing_mode). And after wait he should move Dow, so dy with minus? And what is 'tag:player-jump'?

                yes your correct i made a boo boo lol i didnt test i just wrote

                def touch_began(self, touch):
                    self.player.run_action(
                        a.sequence(
                            a.move_by(128, 64, 0.5, TIMING_LINEAR),
                            a.wait(0.1),
                            a.move_by(-128, -128, 2, TIMING_LINEAR)), 'tag:player-jump')
                
                
                1 Reply Last reply Reply Quote 0
                • Karina
                  Karina last edited by

                  @stephen still nothing. I just did copy paste for not to do mistakes. Maybe it's somewhere else in the code

                  from scene import *
                  import sound
                  import random
                  import time
                  
                  
                  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 1024.0 if so() == 1 else 768.0
                  def lh(): return 1024.0 if so() == 2 else 768.0 
                  
                  
                  A = Action()
                  player_textures = [Texture('plf:AlienBeige_walk1'),
                  Texture('plf:AlienBeige_walk2'), Texture('plf:AlienBeige_hit'), Texture('plf:AlienBeige_jump'), Texture('plf:AlienBeige_stand')]
                  
                  
                  def GroundBlock(parent):
                  	return SpriteNode('plf:Ground_Grass', parent=parent)
                  	
                  
                  def ColumnBlock(parent, x, y):
                  	return SpriteNode('plc:Brown_Block', parent=parent, anchor_point = (0.5, 0), position = Point(x, y))
                  
                  
                  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.moveTo = (220, 120)
                  		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', position = Point(x, 30))
                  			higher_tile = SpriteNode('plf:Ground_GrassCenter', position = Point(x, 738))
                  			x += bw() - 2
                  			ground.add_child(lower_tile)
                  			ground.add_child(higher_tile)
                  			
                  		self.player = SpriteNode('plf:AlienBeige_front', parent=self)
                  		self.player.position = (40, 120)
                  		self.play_effect = 0
                  		self.game_over = False
                  		
                  	
                  	def update(self):
                  		if self.t > 1:
                  			self.player_runs()
                  		self.time_passed += self.dt
                  		if self.time_passed >= 1.5:
                  			self.add_column()
                  			self.time_passed = 0
                  		self.column_moves()
                  		self.player_hit()
                  		if self.game_over == True and self.player.position.y < 30:
                  			self.player.remove_from_parent()
                  		
                  	def touch_began(self, touch):
                  		#self.player_jumps()
                  		self.player.run_action(
                          A.sequence(
                              A.move_by(128, 64, 0.5, TIMING_LINEAR),
                              A.wait(0.1),
                              A.move_by(-128, -128, 2, TIMING_LINEAR)), 'tag:player-jump')
                  		
                  			
                  	def new_game(self):
                  		A.wait(2)
                  		for i in self.columns:
                  			i.remove_from_parent()
                  		self.player.texture = player_textures[4]
                  		self.player.position = (40, 120)
                  		
                  		
                  	def add_column(self):
                  		lower = random.randint(0, 360) // bw()
                  		#building the lower part
                  		for i in range(lower):
                  			self.columns.append(ColumnBlock(self, self.size.w + bw(), i*64 + 55))
                  		#building the higher part
                  		for i in range(9 - lower):
                  			self.columns.append(ColumnBlock(self, self.size.w + bw(), (self.size.h - 100) - i*64))
                  			
                  			
                  	def column_moves(self):
                  		action = A.move_by(-self.size.w - bw(), 0, 0.7, TIMING_SINODIAL)
                  		for i in self.columns:
                  			i.run_action(action)
                  				
                  				
                  	def player_runs(self):
                  		self.player.x_scale = 1
                  		walking_sounds = ['rpg:Footstep04', 'rpg:Footstep05']
                  		if self.player.position.x <= 200:
                  			step = int(self.player.position.x/5) % 2
                  			self.player.texture = player_textures[step]
                  			action = A.move_by(20, 0, 1.5)
                  			self.player.run_action(action)
                  			self.play_effect += 1
                  			if self.play_effect % 30 == 0:
                  				sound.play_effect(walking_sounds[step])
                  				
                  				
                  	def player_hit(self):
                  		player_hitbox = Rect(self.player.position.x - 10, self.player.position.y + 10, 10, 10)
                  		for c in self.columns:
                  			if c.frame.intersects(player_hitbox):
                  				self.player.texture = player_textures[2]
                  				self.player.run_action(A.move_by(0, -200, 0.2))
                  				sound.play_effect('arcade:Hit_2')
                  				self.game_over = True
                  				
                  				
                  	def player_jumps(self):
                  		 self.player.run_action(
                          A.sequence(
                              A.move_by(128, 64, 0.5, TIMING_LINEAR),
                              A.wait(0.1),
                              A.move_by(-128, -128, 2, TIMING_LINEAR)), 'tag:player-jump')
                  		
                  			
                  			
                  run(Game())
                  
                  stephen 1 Reply Last reply Reply Quote 0
                  • stephen
                    stephen @Karina last edited by

                    @Karina i added isGrounded and adjusted the Actions. it needs some fine tuning but he jumps. im finalizing my game now so after a few touchups ill postit here

                    
                    from scene import *
                    import sound
                    import random
                    import time
                    
                    
                    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 1024.0 if so() == 1 else 768.0
                    def lh(): return 1024.0 if so() == 2 else 768.0
                    
                    
                    A = Action()
                    player_textures = [Texture('plf:AlienBeige_walk1'),
                    Texture('plf:AlienBeige_walk2'), Texture('plf:AlienBeige_hit'), Texture('plf:AlienBeige_jump'), Texture('plf:AlienBeige_stand')]
                    
                    
                    def GroundBlock(parent):
                    	return SpriteNode('plf:Ground_Grass', parent=parent)
                    	
                    	
                    def ColumnBlock(parent, x, y):
                    	return SpriteNode('plc:Brown_Block', parent=parent, anchor_point = (0.5, 0), position = Point(x, y))
                    	
                    	
                    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.moveTo = (220, 120)
                    		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', position = Point(x, 30))
                    			higher_tile = SpriteNode('plf:Ground_GrassCenter', position = Point(x, 738))
                    			x += bw() - 2
                    			ground.add_child(lower_tile)
                    			ground.add_child(higher_tile)
                    			
                    		self.player = SpriteNode('plf:AlienBeige_front', parent=self)
                    		self.player.position = (40, 120)
                    		self.play_effect = 0
                    		self.game_over = False
                    		self.isGrounded=True
                    		
                    		
                    		
                    	def update(self):
                    	
                    		if self.t > 1:
                    			self.player_runs()
                    		self.time_passed += self.dt
                    		if self.time_passed >= 1.5:
                    			self.add_column()
                    			self.time_passed = 0
                    		self.column_moves()
                    		self.player_hit()
                    		if self.game_over == True and self.player.position.y < 30:
                    			self.player.remove_from_parent()
                    			
                    	def touch_began(self, touch):
                    		self.player_jumps()
                    		
                    		
                    		
                    	def toggle_Grounded(self):
                    		self.isGrounded = not self.isGrounded
                    		
                    		
                    	def new_game(self):
                    		A.wait(2)
                    		for i in self.columns:
                    			i.remove_from_parent()
                    		self.player.texture = player_textures[4]
                    		self.player.position = (40, 120)
                    		
                    		
                    	def add_column(self):
                    		lower = random.randint(0, 360) // bw()
                    		#building the lower part
                    		for i in range(lower):
                    			self.columns.append(ColumnBlock(self, self.size.w + bw(), i*64 + 55))
                    		#building the higher part
                    		for i in range(9 - lower):
                    			self.columns.append(ColumnBlock(self, self.size.w + bw(), (self.size.h - 100) - i*64))
                    			
                    			
                    	def column_moves(self):
                    		action = A.move_by(-self.size.w - bw(), 0, 0.9, TIMING_SINODIAL)
                    		for i in self.columns:
                    			i.run_action(action)
                    			
                    			
                    	def player_runs(self):
                    		self.player.x_scale = 1
                    		walking_sounds = ['rpg:Footstep04', 'rpg:Footstep05']
                    		if self.player.position.x <= 200 and self.isGrounded:
                    			step = int(self.player.position.x/5) % 2
                    			self.player.texture = player_textures[step]
                    			action = A.move_by(20, 0, 0.5)
                    			#self.player.run_action(action)
                    			self.play_effect += 1
                    			if self.play_effect % 30 == 0:
                    				sound.play_effect(walking_sounds[step])
                    				
                    				
                    	def player_hit(self):
                    		player_hitbox = Rect(self.player.position.x - 10, self.player.position.y + 10, 10, 10)
                    		for c in self.columns:
                    			if c.frame.intersects(player_hitbox):
                    				self.player.texture = player_textures[2]
                    				self.player.run_action(A.move_by(0, -200, 0.2))
                    				sound.play_effect('arcade:Hit_2')
                    				self.game_over = True
                    				
                    				
                    	def player_jumps(self):
                    		self.player.run_action(
                    			A.sequence(
                    				A.move_by(32, 128, 0.5, TIMING_LINEAR),
                    				A.move_to(self.player.position[0]+128, 120, 0.5, TIMING_LINEAR)))
                    		
                    run(Game())
                    
                    
                    
                    1 Reply Last reply Reply Quote 0
                    • stephen
                      stephen last edited by

                      here is the game lol made new thread fo it

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

                        @stephen thank you, I've began to read it

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

                          @Karina Awesome if you have any questions please post on the new thread ๐Ÿ˜‰

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

                            @Karina also "brushes" are properly used in the example so hopfully you see the diference

                            1 Reply Last reply Reply Quote 0
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