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Help! I need help thinking of python projects I can do.
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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'sGoodluck finding a Nice project!
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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. -
@robStacks, suggest moving the Vector implementation to a file called
vector.py
insite-packages
. Then you can import it and it does not distract you from your own code. -
@mikael Yes thx for pointing that out to me did so and is so much better👍🏻
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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.
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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())
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@stephen
Thank you! -
@Bumbo-Cactoni Your Welcome
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Now I have another question: How do you display a picture that you can move with your finger?
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😁 I like making these examples! Give me just a few.
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@stephen
Have you ever seen, like, those super simple block-programming apps? That they use to semi-teach people to program? -
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.
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Like minecraft/terreria?
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You mean like moving the items in the inventories?
If so, yes, that is kinda what I mean. -
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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Thank you! I would not have been able to figure that out on my own.
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@stephen
Also, is there any way to set my own sprite/look for the objects? Like, make the dirt one look however I want it to? -
texture=Texture('plf:Ground_DirtCenter')
is what sets the look. Other textures (images) are available to you as discussed in the Pythonista docsYou can access built-in images in Pythonista using the [+] button at the top of the editor.
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@Bumbo-Cactoni said:
Thank you! I would not have been able to figure that out on my own.
no problem 😎 and im sure you would of got the hang of it. its only intimidating at first then once you get a couple projects done it goes smoothly.
@Bumbo-Cactoni said:
@stephen
Also, is there any way to set my own sprite/look for the objects? Like, make the dirt one look however I want it to?just create a
png
jpg
ortiff
image, then import it and inside Texture() pass the string path or ui.Image for the one you made. keep in mind the balance of filesize to quality. and resizing if your going to use multiple coppies you want to change scale instead of size.freindly tip:
Use a dict to cache your Texture for performance.
class MyScene(Scene): def setup(self): self.cache={"dirt":Texture('path/img1.png', "stone":Texture('path/img2.png'} def Dirt(self): node=SpriteNode( texture=self.cache['dirt'], parent=parent, anchor_point=(0.0, 0.0), size=size, position=pos) return node
instead of creating a new Texture each time
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@Bumbo-Cactoni I'm a bit late to the party, but you could always check out Cambidge IGCSE Computer Science past papers. Just search for them in your favourite search engine. They provide beginner level excercises and solutions, since the exams are aimed at students with 2 years of coding experience.
Just be aware that for every year, there's one paper with a coding excercise (the one you want) and one paper with theory (boring).I had to pass this exam in 2018, just as an example
There's more here.