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Try out my space shooter game, And I want your suggestions!
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I created 2D space shooting game
I want your suggestion from any experts or anyone. I have just learned Python for a month and I want some suggestions to improve my coding skills.
I test and run this script on iPadfrom scene import * import sound import random import math A = Action class Laser(SpriteNode): def __init__(self, txture, object, **kwargs): SpriteNode.__init__(self, txture, **kwargs) self.shooter = object class Heart(SpriteNode): def __init__(self, **kwargs): SpriteNode.__init__(self, 'plf:HudHeart_full', **kwargs) class Enemy(SpriteNode): def __init__(self, txture, **kwargs): SpriteNode.__init__(self, txture, **kwargs) self.time = 0 allow_move = random.choice(('x', 'y')) self.allow_move = allow_move class MyScene (Scene): def setup(self): self.move = 'up'; self.player_score = 0; self.touch_id_location = {}; self.touched = False; self.laser_on_screen = []; self.enemy_on_screen = []; self.player_health = 100; self.game_playing = True self.heart_on_screen = []; self.shown = False for x in range(int((self.size.x / 128)) + 1): for y in range(int((self.size.y / 128)) + 1): bg = SpriteNode(Texture('spc:BackgroundBlue'), position = (x * 128, y *128)); self.add_child(bg) self.score = LabelNode(f'Score: {self.player_score}', ('<System-Bold>', 30), position = (120, self.size.h - 30)); self.add_child(self.score) self.player_health_label = LabelNode(f'Health: {self.player_health}', ('<System-Bold>', 30), position = (self.size.w - 120, self.size.h - 30)); self.add_child(self.player_health_label) self.player = SpriteNode(Texture('spc:PlayerShip1Green'), position = (self.size.w / 2, self.size.h / 2)) self.add_child(self.player) self.joy_layout = SpriteNode(Texture('iow:ios7_circle_outline_256'), position = (160, 160), alpha = 0.25, scale = 1) self.add_child(self.joy_layout) self.shoot_button = SpriteNode(Texture('iow:ios7_circle_filled_256'), position = (self.size.w - 160, 160), scale = 0.5, alpha = 0.25); self.add_child(self.shoot_button) def update(self): if self.game_playing: if self.touched: touch_location = self.touch_id_location.get(self.touch_in_joy) self.move_ship() if len(self.laser_on_screen) > 0: for laser in self.laser_on_screen: if laser.position.x > self.size.w or laser.position.y > self.size.h or laser.position.x < 0 or laser.position.y < 0 : self.laser_on_screen.remove(laser) laser.remove_from_parent() self.spawn_enemy() self.check_laser_collision() self.score.text = f'Score: {self.player_score}' self.player_health_label.text = f'Health: {self.player_health}' self.move_enemy() self.spawn_heart_pack() self.check_player_get_heart() if self.player_health <= 0: self.game_playing = False self.joy_layout.remove_from_parent() self.shoot_button.remove_from_parent() for enemy in self.enemy_on_screen: enemy.remove_from_parent() for laser in self.laser_on_screen: laser.remove_from_parent() for heart in self.heart_on_screen: heart.remove_from_parent() self.player.remove_from_parent() if not self.shown: self.lose_scene() self.shown = True def lose_scene(self): sound.play_effect('arcade:Explosion_4') self.lose_label = LabelNode('LOSE!', ('<System-Bold>', 60), position = (self.size.w /2, self.size.h / 2)); self.add_child(self.lose_label) self.score_label = LabelNode(f'Score: {self.player_score}', ('<System-Bold>', 50), position = (self.size.w /2, self.size.h / 2 - 100)); self.add_child(self.score_label) def check_player_get_heart(self): for heart in self.heart_on_screen: if self.player.position in heart.frame: self.heart_on_screen.remove(heart) heart.remove_from_parent() sound.play_effect('arcade:Powerup_1') self.player_health += 15 def touch_began(self, touch): self.touch_id_location[touch.touch_id] = touch.location if touch.location in self.joy_layout.frame and not self.touched: self.joy_layout.run_action(A.sequence(A.scale_to(1.25, 0.025))) self.joy_layout.position = touch.location self.touch_in_joy = touch.touch_id self.joy = SpriteNode(Texture('iow:ios7_circle_filled_256'), position = touch.location, alpha = 0.25, scale = 0.25) self.add_child(self.joy) self.test = SpriteNode(Texture('iow:ios7_circle_filled_256'), position = touch.location, scale = 0.25) self.add_child(self.test) self.touched = True if touch.location in self.shoot_button.frame: sound.play_effect('digital:Laser2') self.shoot_button.run_action(A.sequence(A.scale_to(0.4, 0.05), A.scale_to(0.5, 0.05))) self.shoot_laser(self.player.position, 'spc:LaserBlue9', self.player, self.move) def touch_moved(self, touch): self.touch_id_location[touch.touch_id] = touch.location try: if touch.touch_id == self.touch_in_joy: self.joy.position = touch.location except AttributeError: pass def touch_ended(self, touch): self.touch_id_location.pop(touch.touch_id) try: if touch.touch_id == self.touch_in_joy: self.joy.remove_from_parent() self.joy_layout.run_action(A.sequence(A.scale_to(1, 0.025))) self.joy_layout.position = (160, 160) self.touched = False self.test.remove_from_parent() except AttributeError: pass def move_ship(self): move_attributes = { 'up': ((0, 6), math.radians(0)), 'down': ((0, -6), math.radians(180)), 'left': ((-6, 0), math.radians(90)), 'right': ((6, 0), math.radians(270)) } touch_position = self.touch_id_location.get(self.touch_in_joy) if touch_position not in self.test.frame: if self.test.position.x - 64 < touch_position.x < self.test.position.x + 64: if touch_position.y > self.test.position.y: self.move = 'up' else: self.move = 'down' if self.test.position.y - 64 < touch_position.y < self.test.position.y + 64: if touch_position.x > self.test.position.x: self.move = 'right' else: self.move = 'left' m = move_attributes.get(self.move) try: x = max(0, min(self.size.w, self.player.position.x + m[0][0])) y = max(0, min(self.size.y, self.player.position.y + m[0][1])) self.player.position = (x, y) self.player.run_action(A.sequence(A.rotate_to(m[1], 0.025))) except TypeError: pass def shoot_laser(self, position, txture, object, orient): if object == self.player: laser_attributes = { 'up': ((0, 500), math.radians(0), (0, 64)), 'down': ((0, -500), math.radians(180), (0, -64)), 'left': ((-500, 0), math.radians(90), (-64, 0)), 'right': ((500, 0), math.radians(270), (64, 0)) } else: laser_attributes = { 'up': ((0, 250), math.radians(0), (0, 64)), 'down': ((0, -250), math.radians(180), (0, -64)), 'left': ((-250, 0), math.radians(90), (-64, 0)), 'right': ((250, 0), math.radians(270), (64, 0)) } l = laser_attributes.get(orient) x, y = l[0] laser = Laser(txture, object); laser.position = (object.position.x + l[2][0], object.position.y + l[2][1]) self.laser_on_screen.append(laser); self.add_child(laser) laser.run_action(A.sequence(A.rotate_to(l[1], 0.00001), A.repeat_forever(A.move_by(x, y)))) def spawn_enemy(self): self.difficulty = 0.008 + self.player_score * 0.0000002 if random.random() < self.difficulty and len(self.enemy_on_screen) <= 8: index = random.choice([1, 0]) coor = [(random.uniform(200, self.size.w), random.uniform(self.size.h - 200, self.size.h)), (random.uniform(200, self.size.w - 200), random.uniform(0 ,200))] x, y = coor[index] txture = random.choice(['spc:EnemyGreen4', 'spc:EnemyBlack4', 'spc:EnemyBlue4']) enemy = Enemy(txture) if index == 0: enemy.position = (self.size.w / 2, self.size.h + 48) else: enemy.position = (self.size.w / 2, -48) enemy.run_action(A.sequence(A.move_to(x, y, 1))) self.add_child(enemy) self.enemy_on_screen.append(enemy) def spawn_heart_pack(self): difficulty = self.difficulty * 0.05 if random.random() < difficulty: posX, posY = (random.uniform(self.size.w - 300, 300), random.uniform(self.size.h - 300, 300)) self.heart = Heart(); self.heart.position = (posX, posY); self.heart.scale = 0.8 self.add_child(self.heart); self.heart_on_screen.append(self.heart) def check_laser_collision(self): for laser in self.laser_on_screen: for enemy in self.enemy_on_screen: if laser.position in enemy.frame: self.enemy_on_screen.remove(enemy) enemy.remove_from_parent() try: self.laser_on_screen.remove(laser) except ValueError: pass laser.remove_from_parent() self.player_score += 80 sound.play_effect('arcade:Explosion_1') self.explosion_effect(enemy.position) if laser.position in self.player.frame and (laser.shooter in self.enemy_on_screen): sound.play_effect('game:Error') try: self.laser_on_screen.remove(laser) except ValueError: pass self.player_health -= 5 laser.remove_from_parent() for i in range(6): particle = SpriteNode(Texture('spc:MeteorBrownMed2'), position = self.player.position, scale=random.uniform(0.3, 0.5)) actions1 = [A.group(A.move_by(random.uniform(-64, 64), random.uniform(-64, 64), random.uniform(0.4, 0.9)), A.rotate_by(random.uniform(1, 3), 0.4)), A.wait(0.4), A.fade_to(0, 0.3)] self.add_child(particle); particle.run_action(A.sequence(actions1)) def explosion_effect(self, position): index = 0 time = [0.0, 0.1, 0.2, 0.3, 0.4] for i in range(4): explosion_texture = random.choice(('shp:Explosion01', 'shp:Explosion04', 'shp:Explosion00')) ex_position = (position.x + random.uniform(-24, 24), position.y + random.uniform(-24, 24)) pa_position = (position.x + random.uniform(-16, 16), position.y + random.uniform(-16, 16)) actions = [A.wait(time[index]), A.fade_to(1, 0.04), A.wait(0.06), A.remove()] exploded = SpriteNode(Texture(explosion_texture), position = ex_position, scale = random.uniform(0.25, 0.5), alpha = 0) self.add_child(exploded); exploded.run_action(A.sequence(actions)) index += 1 particle = SpriteNode(Texture('spc:MeteorBrownMed2'), position = pa_position, scale=random.uniform(0.5, 0.8)) actions1 = [A.group(A.move_by(random.uniform(-64, 64), random.uniform(-64, 64), random.uniform(0.4, 0.9)), A.rotate_by(random.uniform(1, 3), 0.4)), A.wait(0.4), A.fade_to(0, 0.3)] self.add_child(particle); particle.run_action(A.sequence(actions1)) def move_enemy(self): orient = '' for enemy in self.enemy_on_screen: if not self.can_shoot_laser(enemy): if enemy.position.y > self.player.position.y and enemy.allow_move == "y": orient = 'down' self.enemy_moving(orient, enemy) elif enemy.allow_move == 'y': orient = 'up' self.enemy_moving(orient, enemy) if enemy.position.x > self.player.position.x and enemy.allow_move == "x": orient = 'left' self.enemy_moving(orient, enemy) elif enemy.allow_move == 'x': orient = 'right' self.enemy_moving(orient, enemy) def enemy_moving(self, orient, enemy): move_attributes = { 'up': ((0, 2.5), math.radians(0)), 'down': ((0, -2.5), math.radians(180)), 'left': ((-2.5, 0), math.radians(90)), 'right': ((2.5, 0), math.radians(270)) } try: m = move_attributes.get(orient) x = max(0, min(self.size.w, enemy.position.x + m[0][0])) y = max(0, min(self.size.y, enemy.position.y + m[0][1])) enemy.position = (x, y) enemy.run_action(A.sequence(A.rotate_to(m[1], 0.025))) except (TypeError): pass def can_shoot_laser(self, enemy): aligned = False if self.player.position.x - 64 < enemy.position.x < self.player.position.x + 64: enemy.time += 1 aligned = True if enemy.position.y > self.player.position.y: orient = 'down' else: orient = 'up' if self.player.position.y - 64 < enemy.position.y < self.player.position.y + 64: enemy.time += 1 aligned = True if enemy.position.x > self.player.position.x: orient = 'left' else: orient = 'right' if enemy.time > 60: enemy.time = 0 self.shoot_laser(enemy.position, 'spc:LaserRed9', enemy, orient) sound.play_effect('arcade:Laser_5') if enemy.allow_move == 'x': enemy.allow_move = 'y' else: enemy.allow_move = 'x' return aligned if __name__ == '__main__': run(MyScene(), show_fps=False) ```
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@Tonnoaw, another tight game!
Hopeless on the iPhone screen, of course. You could experiment with adding a scaling factor to the whole scene. Then we could experiment and find the right factor for our screens. As a next level exercise, you could determine the screen size of the user and automatically set the scaling factor.
I like how your methods stay (mostly) small and have descriptive names, making the code easy to browse.
One (random) suggestion:
The two separate attribute dicts in
shoot_laser
could just be one, while also improving readability of the tuple unpacking:laser_attributes = { 'up': ((0, 1), math.radians(0)), 'down': ((0, -1), math.radians(180)), 'left': ((-1, 0), math.radians(90)), 'right': ((1, 0), math.radians(270)), } unit_tuple, angle = laser_attributes.get(orient) unit_vector = scene.Point(*unit_tuple) start_x, start_y = unit_vector * (500 if object == self.player else 250) delta_x, delta_y = unit_vector * 64 ...
Besides removing extra lines, this approach makes it easy to tweak the numbers when you are developing the game.
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@mikael Thanks for your suggestions, In my next projects I will try experiment how to get all of my game working properly on all of screen sizes!
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@mikael Can you recommend me what is the next game should I do? For me to practice coding.
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How about doing some pre/post gameplay? Such as
menus
character/player creation
player/inventory persistence
ect.. while doing this you can figure a goo scaling algorithm to fit your game tonall screens.Also avgood time, if you havn't already, to combine
scene
andui
using aSceneView
what do you think @mikael
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def move_enemy(self): orient = '' for enemy in self.enemy_on_screen: if not self.can_shoot_laser(enemy): if enemy.allow_move == "y": orient = 'down' if enemy.position.y > self.player.position.y else 'up' self.enemy_moving(orient, enemy) elif enemy.allow_move == "x": orient = 'left' if enemy.position.x > self.player.position.x else 'right' self.enemy_moving(orient, enemy)
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Here is the updated one. I tried to make this game work on every screen sizes and add menu interface.
https://github.com/Tonnoaw/game