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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 — I'm @olemoritz on Twitter.


    Help! I need help thinking of python projects I can do.

    Pythonista
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    • stephen
      stephen last edited by

      @Bumbo-Cactoni
      i just posted Space Escape

      you could use this to understand Scene more and create somthing from there? or even add to it. im going to start a new project of a game that will let you set tasks and give experience acordingly with rewards. mostly for kids and to help motivate doing stuff like chores.

      i alo have a RPG Template in the works.this is a more long term project but i hope to get it done soon lol

      1 Reply Last reply Reply Quote 0
      • Bumbo Cactoni
        Bumbo Cactoni last edited by

        This post is deleted!
        1 Reply Last reply Reply Quote 1
        • robStacks
          robStacks last edited by robStacks

          Hi maybe you can help me with this one?
          I am trying to put together a tactical kneepad tool for virtual fighter pilots.
          It helps with situational awareness concrening bullseye BRAA calls in game.
          This is what i got so far and should work out of the box so you can check it out:

          import matplotlib.pyplot as plt
          import numpy as np
          import math
          
          class Vector (list):
              ''' Simple 2D vector class to make vector operations more convenient. If
              performance is a concern, you are probably better off looking at numpy.
              Supports the following operations:
              * Initialization from two arguments, two keyword  arguments (`x` and `y`),
              tuple, list, or another Vector.
              * Equality and unequality comparisons to other vectors. For floating point
              numbers, equality tolerance is 1e-10.
              * `abs`, `int` and `round`
              * Addition and in-place addition
              * Subtraction
              * Multiplication and division by a scalar
              * `len`, which is the same as `magnitude`, see below.
              Sample usage:
                  v = Vector(x = 1, y = 2)
                  v2 = Vector(3, 4)
                  v += v2
                  assert str(v) == '[4, 6]'
                  assert v / 2.0 == Vector(2, 3)
                  assert v * 0.1 == Vector(0.4, 0.6)
                  assert v.distance_to(v2) == math.sqrt(1+4)
                  v3 = Vector(Vector(1, 2) - Vector(2, 0)) # -1.0, 2.0
                  v3.magnitude *= 2
                  assert v3 == [-2, 4]
                  v3.radians = math.pi # 180 degrees
                  v3.magnitude = 2
                  assert v3 == [-2, 0]
                  v3.degrees = -90
                  assert v3 == [0, -2]
              '''
          
              abs_tol = 1e-10
          
              def __init__(self, *args, **kwargs):
                  x = kwargs.pop('x', None)
                  y = kwargs.pop('y', None)
          
                  if x and y:
                      self.append(x)
                      self.append(y)
                  elif len(args) == 2:
                      self.append(args[0])
                      self.append(args[1])
                  else:
                      super().__init__(*args, **kwargs)
          
              @property
              def x(self):
                  ''' x component of the vector. '''
                  return self[0]
          
              @x.setter
              def x(self, value):
                  self[0] = value
          
              @property
              def y(self):
                  ''' y component of the vector. '''
                  return self[1]
          
              @y.setter
              def y(self, value):
                  self[1] = value
          
              def __eq__(self, other):
                  return math.isclose(self[0], other[0], abs_tol=self.abs_tol) and math.isclose(self[1], other[1], abs_tol=self.abs_tol)
          
              def __ne__(self, other):
                  return not self.__eq__(other)
          
              def __abs__(self):
                  return type(self)(abs(self.x), abs(self.y))
          
              def __int__(self):
                  return type(self)(int(self.x), int(self.y))
          
              def __add__(self, other):
                  return type(self)(self.x + other.x, self.y + other.y)
          
              def __iadd__(self, other):
                  self.x += other.x
                  self.y += other.y
                  return self
          
              def __sub__(self, other):
                  return type(self)(self.x - other.x, self.y - other.y)
          
              def __mul__(self, other):
                  return type(self)(self.x * other, self.y * other)
          
              def __truediv__(self, other):
                  return type(self)(self.x / other, self.y / other)
          
              def __len__(self):
                  return self.magnitude
          
              def __round__(self):
                  return type(self)(round(self.x), round(self.y))
          
              def dot_product(self, other):
                  ''' Sum of multiplying x and y components with the x and y components of another vector. '''
                  return self.x * other.x + self.y * other.y
          
              def distance_to(self, other):
                  ''' Linear distance between this vector and another. '''
                  return (Vector(other) - self).magnitude
          
              @property
              def magnitude(self):
                  ''' Length of the vector, or distance from (0,0) to (x,y). '''
                  return math.hypot(self.x, self.y)
          
              @magnitude.setter
              def magnitude(self, m):
                  r = self.radians
                  self.polar(r, m)
          
              @property
              def radians(self):
                  ''' Angle between the positive x axis and this vector, in radians. '''
                  #return round(math.atan2(self.y, self.x), 10)
                  return math.atan2(self.y, self.x)
          
              @radians.setter
              def radians(self, r):
                  m = self.magnitude
                  self.polar(r, m)
          
              def polar(self, r, m):
                  ''' Set vector in polar coordinates. `r` is the angle in radians, `m` is vector magnitude or "length". '''
                  self.y = math.sin(r) * m
                  self.x = math.cos(r) * m
          
              @property
              def degrees(self):
                  ''' Angle between the positive x axis and this vector, in degrees. '''
                  return math.degrees(self.radians)
          
              @degrees.setter
              def degrees(self, d):
                  self.radians = math.radians(d)
          
              def steps_to(self, other, step_magnitude=1.0):
                  """ Generator that returns points on the line between this and the other point, with each step separated by `step_magnitude`. Does not include the starting point. """
                  if self == other:
                      yield other
                  else:
                      step_vector = other - self
                      steps = math.floor(step_vector.magnitude/step_magnitude)
                      step_vector.magnitude = step_magnitude
                      current_position = Vector(self)
                      for _ in range(steps):
                          current_position += step_vector
                          yield Vector(current_position)
                      if current_position != other:
                          yield other
          
              def rounded_steps_to(self, other, step_magnitude=1.0):
                  ''' As `steps_to`, but returns points rounded to the nearest integer. '''
                  for step in self.steps_to(other):
                      yield round(step)
          
          bearingblue = int(input("Bearing blue:"))
          rangeblue = int(input("Range blue:"))
          
          bearingred = int(input("Bearing red:"))
          rangered = int(input("Range red:"))
          
          blue = Vector(rangeblue, 0)
          blue.degrees = bearingblue
          
          red = Vector(rangered, 0)
          red.degrees = bearingred
          
          delta = red - blue
          
          print('Distance:', delta.magnitude)
          print('Bearing:', delta.degrees)
          
          thetablue= np.deg2rad(bearingblue)
          thetared= np.deg2rad(bearingred)
          
          fig = plt.figure()
          
          ax = fig.add_subplot(111, projection='polar')
          
          ax.scatter(thetablue,rangeblue)
          ax.scatter(thetared,rangered, color='r')
          
          ax.set_theta_direction(-1)
          """ax.set_rmax(120)"""
          ax.set_theta_zero_location('N')
          ax.set_title("Plot", va='bottom')
          
          plt.show()
          

          What i want to do next is integrate this into something like sketch.py demo.
          To make it possible to draw things onto like flightpath & annotations etc.
          Also the feature of exporting as img is handy for recap and debriefing.

          Take a look maybe you like this project.

          Regards,

          Robert.

          1 Reply Last reply Reply Quote 0
          • Bumbo Cactoni
            Bumbo Cactoni last edited by

            @robStacks
            You want me to help?
            I don’t know much Python, so I don’t think I’ll be able to help. Sorry. I am working on learning a lot more python, but right now I just don’t have the knowledge or experience to help. I wish I could help. Sorry. :(

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

              @Bumbo-Cactoni that request has already be takin care of in another thread but helping others is the best way to learn 😉 you will research stuff and learn aspects you may never have or create new objects to put in your cook book. for example i created this ButtonNode and i probably wouldnof made one at some point but not as neat and propbably not so universal in a way. jump out there help people help you 🤠 community is about teamwork💯

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

                Ok no worries Bumbo i am also a beginner in python and it is a great code language.
                Its easy to read and understand and with a great communitie very helpfull.
                I managed to create something awesome and usefull in a short time thx to that.
                I'll show you my progress so you can see:

                import math
                import ui
                import console
                import photos
                import matplotlib.pyplot as plt
                import numpy as np
                from io import BytesIO
                
                class Vector(list):
                	abs_tol = 1e-10
                
                	def __init__(self, *args, **kwargs):
                		x = kwargs.pop('x', None)
                		y = kwargs.pop('y', None)
                
                		if x and y:
                			self.append(x)
                			self.append(y)
                		elif len(args) == 2:
                			self.append(args[0])
                			self.append(args[1])
                		else:
                			super().__init__(*args, **kwargs)
                
                	@property
                	def x(self):
                		''' x component of the vector. '''
                		return self[0]
                
                	@x.setter
                	def x(self, value):
                		self[0] = value
                
                	@property
                	def y(self):
                		''' y component of the vector. '''
                		return self[1]
                
                	@y.setter
                	def y(self, value):
                		self[1] = value
                
                	def __eq__(self, other):
                		return math.isclose(
                			self[0], other[0], abs_tol=self.abs_tol) and math.isclose(
                				self[1], other[1], abs_tol=self.abs_tol)
                
                	def __ne__(self, other):
                		return not self.__eq__(other)
                
                	def __abs__(self):
                		return type(self)(abs(self.x), abs(self.y))
                
                	def __int__(self):
                		return type(self)(int(self.x), int(self.y))
                
                	def __add__(self, other):
                		return type(self)(self.x + other.x, self.y + other.y)
                
                	def __iadd__(self, other):
                		self.x += other.x
                		self.y += other.y
                		return self
                
                	def __sub__(self, other):
                		return type(self)(self.x - other.x, self.y - other.y)
                
                	def __mul__(self, other):
                		return type(self)(self.x * other, self.y * other)
                
                	def __truediv__(self, other):
                		return type(self)(self.x / other, self.y / other)
                
                	def __len__(self):
                		return self.magnitude
                
                	def __round__(self):
                		return type(self)(round(self.x), round(self.y))
                
                	def dot_product(self, other):
                		''' Sum of multiplying x and y components with the x and y components of another vector. '''
                		return self.x * other.x + self.y * other.y
                
                	def distance_to(self, other):
                		''' Linear distance between this vector and another. '''
                		return (Vector(other) - self).magnitude
                
                	@property
                	def magnitude(self):
                		''' Length of the vector, or distance from (0,0) to (x,y). '''
                		return math.hypot(self.x, self.y)
                
                	@magnitude.setter
                	def magnitude(self, m):
                		r = self.radians
                		self.polar(r, m)
                
                	@property
                	def radians(self):
                		''' Angle between the positive x axis and this vector, in radians. '''
                		#return round(math.atan2(self.y, self.x), 10)
                		return math.atan2(self.y, self.x)
                
                	@radians.setter
                	def radians(self, r):
                		m = self.magnitude
                		self.polar(r, m)
                
                	def polar(self, r, m):
                		''' Set vector in polar coordinates. `r` is the angle in radians, `m` is vector magnitude or "length". '''
                		self.y = math.sin(r) * m
                		self.x = math.cos(r) * m
                
                	@property
                	def degrees(self):
                		''' Angle between the positive x axis and this vector, in degrees. '''
                		return math.degrees(self.radians)
                
                	@degrees.setter
                	def degrees(self, d):
                		self.radians = math.radians(d)
                
                	def steps_to(self, other, step_magnitude=1.0):
                		""" Generator that returns points on the line between this and the other point, with each step separated by `step_magnitude`. Does not include the starting point. """
                		if self == other:
                			yield other
                		else:
                			step_vector = other - self
                			steps = math.floor(step_vector.magnitude / step_magnitude)
                			step_vector.magnitude = step_magnitude
                			current_position = Vector(self)
                			for _ in range(steps):
                				current_position += step_vector
                				yield Vector(current_position)
                			if current_position != other:
                				yield other
                
                	def rounded_steps_to(self, other, step_magnitude=1.0):
                		''' As `steps_to`, but returns points rounded to the nearest integer. '''
                		for step in self.steps_to(other):
                			yield round(step)
                
                bearingblue = int(input("Bearing blue: "))
                rangeblue = int(input("Range blue:   "))
                
                bearingred = int(input("Bearing red:  "))
                rangered = int(input("Range red:    "))
                
                blue = Vector(rangeblue, 0)
                blue.degrees = bearingblue
                
                red = Vector(rangered, 0)
                red.degrees = bearingred
                
                delta = red - blue
                
                way = np.loadtxt('waypoints.txt')
                ways = way[:, 0]
                r = way[:, 1]
                
                if delta.degrees < 0:
                	print('Bearing: ', int(delta.degrees + 360))
                	print('Distance:', int(delta.magnitude))
                else:
                	print('Bearing: ', int(delta.degrees))
                	print('Distance:', int(delta.magnitude))
                
                thetablue= np.deg2rad(bearingblue)
                thetared= np.deg2rad(bearingred)
                thetawayp= np.deg2rad(ways)
                
                class PathView(ui.View):
                	def __init__(self, frame):
                		self.frame = frame
                		self.flex = 'WH'
                		self.path = None
                		self.action = None
                
                	def touch_began(self, touch):
                		x, y = touch.location
                		self.path = ui.Path()
                		self.path.line_width = 1
                		self.path.line_join_style = ui.LINE_JOIN_ROUND
                		self.path.line_cap_style = ui.LINE_CAP_ROUND
                		self.path.move_to(x, y)
                
                	def touch_moved(self, touch):
                		x, y = touch.location
                		self.path.line_to(x, y)
                		self.set_needs_display()
                
                	def touch_ended(self, touch):
                		# Send the current path to the SketchView:
                		if callable(self.action):
                			self.action(self)
                		# Clear the view (the path has now been rendered
                		# into the SketchView's image view):
                		self.path = None
                		self.set_needs_display()
                
                	def draw(self):
                		if self.path:
                			self.path.stroke()
                
                ax = plt.subplot(111, projection='polar')
                plt.polar(thetawayp, r)
                plt.polar(thetawayp, r, 'k.', zorder=3)
                ax.scatter(thetablue,rangeblue)
                ax.scatter(thetared,rangered, color='r')
                ax.set_theta_direction(-1)
                ax.set_rmax(120)
                ax.set_theta_zero_location('N')
                ax.set_title("N ", va='bottom')
                ax.grid(True)
                b = BytesIO()
                
                plt.savefig(b)
                
                
                class SketchView(ui.View):
                	def __init__(self, width=768, height=768):
                		self.bg_color = '#ffffff'
                		iv = ui.ImageView(frame=(0, 0, width, height))
                		bg = ui.Image.from_data(b.getvalue())
                		iv.image = bg
                		iv.content_mode = ui.CONTENT_SCALE_ASPECT_FILL
                		image_view = ui.ImageView()
                		image_view.image = ui.Image.named('Bullseye.png')
                		image_view.present()
                		pv = PathView(frame=self.bounds)
                		pv.action = self.path_action
                		self.add_subview(iv)
                		self.add_subview(pv)
                		blue_button = ui.ButtonItem()
                		blue_button.title = 'Bluebulls'
                		blue_button.action = self.bluebulls_action
                		red_button = ui.ButtonItem()
                		red_button.title = 'Redbulls'
                		red_button.tint_color = '#990000'
                		red_button.action = self.redbulls_action 
                		maps_button = ui.ButtonItem()
                		maps_button.title = 'Maps'
                		maps_button.tint_color = '#000d99'
                		maps_button.action = self.map_action
                		save_button = ui.ButtonItem()
                		save_button.title = 'Save Image'
                		save_button.action = self.save_action
                		plot_button = ui.ButtonItem()
                		plot_button.title = 'Plot'
                		plot_button.tint_color = '#000d99'
                		plot_button.action = self.plot_action
                		clear_button = ui.ButtonItem()
                		clear_button.title = 'Clear'
                		clear_button.tint_color = '#af0000'
                		clear_button.action = self.clear_action
                		self.right_button_items = [save_button, plot_button, red_button]
                		self.left_button_items = [clear_button, maps_button, blue_button]
                		self.image_view = iv
                
                	
                	def map_action(self, sender):
                # Show an image picker dialog (allowing multiple selection) and print the result
                		assets = photos.pick_asset(title='Pick a Map', multi=True)
                		
                
                	def path_action(self, sender):
                		path = sender.path
                		old_img = self.image_view.image
                		width, height = 768, 768
                
                		with ui.ImageContext(width, height) as ctx:
                			if old_img:
                				old_img.draw()
                			path.stroke()
                			self.image_view.image = ctx.get_image()
                						
                	def redbulls_action(self, sender):
                		m=1
                	def bluebulls_action(self, sender):
                		m=1
                	def plot_action(self, sender):
                		self.image_view.image = ui.Image.from_data(b.getvalue())
                
                	def clear_action(self, sender):
                		self.image_view.image = None
                
                	def save_action(self, sender):
                		if self.image_view.image:
                			# We draw a new image here, so that it has the current
                			# orientation (the canvas is quadratic).
                			with ui.ImageContext(self.width, self.height) as ctx:
                				self.image_view.image.draw()
                				img = ctx.get_image()
                				photos.save_image(img)
                				console.hud_alert('Saved')
                		else:
                			console.hud_alert('No Image', 'error')
                
                
                sv = SketchView()
                sv.name = 'BullseyePad'
                sv.present()
                
                

                Its starting to look like an useable app already👍🏻

                I am looking into API's right Now not so hard to use and lots of them look it up.
                Maybe you can find a nice project for u with the use of API's

                Goodluck finding a Nice project!

                mikael 1 Reply Last reply Reply Quote 0
                • Bumbo Cactoni
                  Bumbo Cactoni last edited by

                  Thank you!
                  Also, I kinda have a slightly random question. What is your favorite app or website to learn python on? I use SoloLearn right now, since it’s free.

                  1 Reply Last reply Reply Quote 0
                  • mikael
                    mikael @robStacks last edited by

                    @robStacks, suggest moving the Vector implementation to a file called vector.py in site-packages. Then you can import it and it does not distract you from your own code.

                    robStacks 1 Reply Last reply Reply Quote 1
                    • robStacks
                      robStacks @mikael last edited by

                      @mikael Yes thx for pointing that out to me did so and is so much better👍🏻

                      1 Reply Last reply Reply Quote 0
                      • Bumbo Cactoni
                        Bumbo Cactoni last edited by

                        Yay! I’ve thought of a good project to do! Hopefully it won’t be too complicated... by the way, does anyone know how to display a picture? I’ve tried googling it, but it’s all a load of mumbo jumbo to me.

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

                          @Bumbo-Cactoni

                          Using Image Module:

                          import Image
                          
                          with Image.open('my_img.png') as img:
                              img.show()
                              
                          

                          Using ui Module:

                          import ui
                          
                          class MyView(ui.View):
                              def __init__(self, *args, **kwargs):
                                  self.img = ui.Image.named('my_img.png')
                                  self.iv = ui.ImageView(
                                      image=self.img,
                                      width=ui.get_screen_size()[0],
                                      height=ui.get_screen_size()[1])
                                  self.add_subview(self.iv)
                                  
                          MyView().present('fullscreen')
                          

                          Using scene Module:

                          import scene
                          
                          class MyScene(scene.Scene):
                              def setup(self):
                                  self.sn=scene.SpriteNode(
                                      texture=scene.Texture('my_img.png'),
                                      parent=self,
                                      position=self.size/2)
                                      
                          scene.run(MyScene())
                          
                          1 Reply Last reply Reply Quote 1
                          • Bumbo Cactoni
                            Bumbo Cactoni last edited by Bumbo Cactoni

                            @stephen
                            Thank you!

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

                              @Bumbo-Cactoni Your Welcome

                              1 Reply Last reply Reply Quote 1
                              • Bumbo Cactoni
                                Bumbo Cactoni last edited by

                                Now I have another question: How do you display a picture that you can move with your finger?

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

                                  @Bumbo-Cactoni

                                  😁 I like making these examples! Give me just a few.

                                  1 Reply Last reply Reply Quote 0
                                  • Bumbo Cactoni
                                    Bumbo Cactoni last edited by Bumbo Cactoni

                                    @stephen
                                    Have you ever seen, like, those super simple block-programming apps? That they use to semi-teach people to program?

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

                                      I am trying to make my own block-programming thingy, but I don’t know how to create the blocks, make them movable, or even make them connect together.

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

                                        @Bumbo-Cactoni

                                        Like minecraft/terreria?

                                        1 Reply Last reply Reply Quote 0
                                        • Bumbo Cactoni
                                          Bumbo Cactoni last edited by Bumbo Cactoni

                                          @stephen

                                          You mean like moving the items in the inventories?
                                          If so, yes, that is kinda what I mean.

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

                                            @Bumbo-Cactoni

                                            
                                            from scene import *
                                            
                                            def Dirt(parent, pos, size=(64, 64)):
                                                sn=SpriteNode(
                                                    texture=Texture('plf:Ground_GrassCenter'),
                                                    parent=parent,
                                                    anchor_point=(0.0, 0.0),
                                                    size=size,
                                                    position=pos)
                                                return sn
                                            
                                            def Stone(parent, pos, size=(64, 64)):
                                                sn=SpriteNode(
                                                    texture=Texture('plf:Ground_DirtCenter'),
                                                    parent=parent,
                                                    anchor_point=(0.0, 0.0),
                                                    size=size,
                                                    position=pos)
                                                return sn
                                            
                                            def fixed_position(x, fixed_val=64):
                                                return x - x%fixed_val
                                                    
                                            class MyScene(Scene):
                                                def setup(self):
                                                    self.active_block=None
                                                    self.anchor_point=(0.0, 0.0),
                                                    self.dirt_button=Dirt(self, (self.size[0]/2-80, self.size[1]-196))
                                                    self.stone_button=Stone(self, (self.size[0]/2+80, self.size[1]-196))
                                                    
                                                
                                                
                                                def touch_began(self, touch):
                                                    if touch.location in self.dirt_button.frame:
                                                        self.active_block=Dirt(self, touch.location)
                                                    if touch.location in self.stone_button.frame:
                                                        self.active_block=Stone(self, touch.location)
                                                
                                                def touch_moved(self, touch):
                                                    if self.active_block:
                                                        self.active_block.position=touch.location
                                                    
                                                    
                                                def touch_ended(self, touch):
                                                    x, y = self.active_block.position
                                                    self.active_block.position=(fixed_position(x), fixed_position(y))
                                                    self.active_block=None
                                              
                                            run(MyScene())
                                            
                                            
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