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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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    • 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 it😳

      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 read😳 Don't worry, you can't show too little things in itπŸ˜…
          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 πŸ˜‰

                        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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