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    Help me find a way to make the lasers fire in a certain direction.

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    • BurntRice
      BurntRice last edited by ccc

      I have been looking for quite a bit, and I’m really blind, but I can’t find any indentation errors.

      from scene import *
      import math
      A = Action()
      
      
      #Setting up background colour for the entire scene
      class Game(Scene):
      
          def setup(self):
              self.bg = SpriteNode('spc:BackgroundBlack')
              self.lasers = []
      
              #Creating the player
              self.Player = SpriteNode('spc:Fire1')
              self.Player.color = ("cyan")
              self.Player.anchor_point = (0.5, 0.5)
              self.Player.x_scale = 2/1.0
              self.Player.y_scale = 1.5/1.0
              self.Player.position = (512, 400)
              self.Player.rotation = 0.0
              self.add_child(self.Player)
      
              self.UpCrtl = SpriteNode('iow:arrow_up_b_32')
              self.UpCrtl.x_scale = 3.5/1.0
              self.UpCrtl.y_scale = 3.5/1.0
              self.UpCrtl.alpha = 0.5
              self.UpCrtl.position = (175, 295)
              self.add_child(self.UpCrtl)
      
              self.DownCrtl = SpriteNode('iow:arrow_down_b_32')
              self.DownCrtl.x_scale = 3.5/1.0
              self.DownCrtl.y_scale = 3.5/1.0
              self.DownCrtl.alpha = 0.5
              self.DownCrtl.position = (175, 130)
              self.add_child(self.DownCrtl)
      
              self.RightCrtl = SpriteNode('iow:arrow_right_b_32')
              self.RightCrtl.x_scale = 3.5/1.0
              self.RightCrtl.y_scale = 3.5/1.0
              self.RightCrtl.alpha = 0.5
              self.RightCrtl.position = (250, 212.5)
              self.add_child(self.RightCrtl)
      
              self.LeftCrtl = SpriteNode('iow:arrow_left_b_32')
              self.LeftCrtl.x_scale = 3.5/1.0
              self.LeftCrtl.y_scale = 3.5/1.0
              self.LeftCrtl.alpha = 0.5
              self.LeftCrtl.position = (100, 212.5)
              self.add_child(self.LeftCrtl)
      
              #The button for shooting
              self.laserButton = SpriteNode('shp:Circle')
              self.laserButton.color = ('gray')
              self.laserButton.x_scale = 3/1
              self.laserButton.y_scale = 3/1
              self.add_child(self.laserButton)
              self.laserButton.position = (1000, 212.5)
      
              #The score label
              self.score_label = LabelNode(text='Score: 0')
              self.score_label.anchor_point = (0, 0)
              self.score_label.position = (10, 790)
              self.score_label.font = ('Arial Rounded MT Bold', 30)
              self.add_child(self.score_label)
      
          #Movement code.
          def update(self):
              for touch in self.touches.values():
                  if touch.location in self.LeftCrtl.bbox:
                      new_x = self.Player.position.x - 5
                      self.Player.rotation = math.pi/2
                      if new_x >= 0 and new_x <= 1100:
                          self.Player.position = (new_x, self.Player.position.y)
      
                  if touch.location in self.RightCrtl.bbox:
                      new_x = self.Player.position.x + 5
                      self.Player.rotation = math.pi*3/2
                      if new_x >= 0 and new_x <= 1100:
                          self.Player.position = (new_x, self.Player.position.y)
      
                  if touch.location in self.UpCrtl.bbox:
                      new_y = self.Player.position.y + 5
                      self.Player.rotation = 0.0
                      if new_y >= 0 and new_y <= 800:
                          self.Player.position = (self.Player.position.x, new_y)
      
                  if touch.location in self.DownCrtl.bbox:
                      new_y = self.Player.position.y - 5
                      self.Player.rotation = math.pi
                      if new_y >= 0 and new_y <= 800:
                          self.Player.position = (self.Player.position.x, new_y)
      
                  if touch.location in self.laserButton.bbox:
                      new_laser = SpriteNode('shp:Circle')
                      new_laser.x_scale = 0.25/1.0
                      new_laser.y_scale = 0.25/1.0
                      new_laser.position = self.Player.position
                      new_laser.rotation = self.Player.rotation
                      direction = Vector2(-math.sin(new_laser.rotation), math.cos(new_laser.rotation))
                      self.add_child(new_laser)
                      self.lasers.append(new_laser)
                      for l in self.lasers:
                          l.position += direction*75
      
      
      if __name__ == '__main__':
          run(Game(), LANDSCAPE, show_fps=True)
      
      1 Reply Last reply Reply Quote 0
      • JonB
        JonB last edited by JonB

        Think about what should happen when you lifr your finger. Remember, update gets called 60 times per second.

        Do you want the existing lasers to keep moving? Or move only when your finger is down, and freeze when your finger is up.

        I would suggest rewriting your update function as follows, to make it easier for you to follow:

           def update(self):
              self.handle_button_presses()
              self.move_lasers()
        

        Your touch handling code then moves to one method, and other game logic moves to their own functions, and get called from update. For example, eventually you might be moving enemies or asteroids or the map. You might be spawning enemies at certain intervals, which would also be it's own method. Thus, you would create a spawn_enemies, and move_enemies methods, maybe a scroll_map if this is scroller type game, perhaps a check_collisions which checks if the player hit any obstacles or enemies, etc. You should be able to write your entire update method using dummy methods that sort of lay out what you need to work in, and can implement the methods one at a time, since they should all be mostly independent of each other, just depending on a common set of attributes or positions.

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

          I want my existing lasers to keep on moving. I have also implemented your idea of rewriting my update function.
          I really don’t know how to though. If I use a touch.began method, it runs once, but stays in it’s place.
          Am I forgetting to add something?

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

            Okay, let's try this again.

            If you want your laser to move, the movement code must be called EVERY time update is called. There should be no if statements around the for loop that moves the lasers.

            In your old code the laser loop was inside the if statement that checked for the laser button touch. That's why it doesn't move when your finger is up. You will need to update your loop because the direction variable that you use for moving the lasers must be define inside the loop, because it can be different for every laser. You'll need to grab the laser rotation for each laser to figure that out.

            Post your new updated 5 line update method. And post your update_laser_postions function or whatever you called it.

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

              def update(self):
              self.handle_button_presses()
              self.move_lasers()
              if random.random() < 0.01:
              self.spawn_item()

              def handle_button_presses(self):
                  for touch in self.touches.values():
                      if touch.location in self.LeftCrtl.bbox:
                          new_x = self.Player.position.x - 5
                          self.Player.rotation = math.pi/2
                          if new_x >= 0 and new_x <= 1100:
                              self.Player.position = (new_x, self.Player.position.y)
              
                      if touch.location in self.RightCrtl.bbox:
                          new_x = self.Player.position.x + 5
                          self.Player.rotation = math.pi*3/2
                          if new_x >= 0 and new_x <= 1100:
                              self.Player.position = (new_x, self.Player.position.y)
              
                      if touch.location in self.UpCrtl.bbox:
                          new_y = self.Player.position.y + 5
                          self.Player.rotation = 0.0
                          if new_y >= 0 and new_y <= 800:
                              self.Player.position = (self.Player.position.x, new_y)
              
                      if touch.location in self.DownCrtl.bbox:
                          new_y = self.Player.position.y - 5
                          self.Player.rotation = math.pi
                          if new_y >= 0 and new_y <= 800:
                              self.Player.position = (self.Player.position.x, new_y)
              
              def move_lasers(self):
                  for touch in self.touches.values():
                      if touch.location in self.laserButton.bbox:
                          new_laser = SpriteNode('shp:Circle')
                          new_laser.x_scale = 0.25/1.0
                          new_laser.y_scale = 0.25/1.0
                          new_laser.position = self.Player.position
                          new_laser.rotation = self.Player.rotation
                          direction = Vector2(-math.sin(new_laser.rotation), math.cos(new_laser.rotation))
                          self.add_child(new_laser)
                          self.lasers.append(new_laser)
                          for l in self.lasers:
                              l.position += direction*75
              
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              • dereq
                dereq last edited by

                This post is deleted!
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                • JonB
                  JonB last edited by

                  for l in self.lasers:
                                  l.position += direction*75
                  

                  That is the code that moves a laser beam, right?

                  In words, can you explain under what conditions this code runs?

                  Does that code execute EVERY time update is called, or is there some logic that controls when it will run?

                  Hint, look above it for any for loops or if statements.

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

                    This post is deleted!
                    1 Reply Last reply Reply Quote 0
                    • BurntRice
                      BurntRice last edited by

                      The code runs whenever the laser button detects that someone has touched it.

                      JonB 1 Reply Last reply Reply Quote 0
                      • JonB
                        JonB @BurntRice last edited by

                        @BurntRice but you told me that you want lasers to MOVE even when someone is not currently touching the button.

                        So, you must move the MOVE code out from inside the for touch in self.touches loop.

                        Your code has two parts:

                        • Create a new laser object when person touches the button
                        • Move all of the existing lasers

                        The first part should only happen when user is touching the button.

                        The second part should happen always.

                        Erase your for l in self.lasers code. Now, write new movement code inside a new function, which you will call from update. You will need to redefine direction inside your loop -- it is not the same direction variable that is used inside your creation code. for now, hardcod direction=Vector2(0,1) just so you can get something to work. Later you will use the laser rotation to determine direction.

                        1 Reply Last reply Reply Quote 0
                        • BurntRice
                          BurntRice last edited by ccc

                          I’m still working on it, but I added this:

                          def update_lasers(self):
                                  for l in self.lasers:
                                      l.direction = Vector2(0,1)
                                      l.rotation = self.Player.rotation
                                      l.position = l.position + l.direction
                          

                          I just want to check if I’m getting side tracked or not.

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

                            When a laser is moving, it should move based on IT's rotation,not the player rotation. You might move after the laser gets fired, but you want the laser to go straight.

                            So delete the line updating the rotation. The rotation was set when you spawn the laser.

                            This code should work, but of course the laser always goes in one direction. So next, you can redefine direction using the l.rotation, similar to the way you calculated it when you spawn the laser

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

                              I think I’ve finally done it! It works, as it shoots in the way I want it, and keeps on travelling even when I haven’t touched it, thanks.
                              All I have to do is add a action so I can’t spam or hold down on the button. What is the best way to add this?

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

                                Also, I would also like to know how to code screen wrapping.

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

                                  player.location.x %= screen.width
                                  player.location.y %= screen.height
                                  
                                  1 Reply Last reply Reply Quote 0
                                  • BurntRice
                                    BurntRice last edited by

                                    Oh, thanks.

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

                                      Wait, how do find the screen width and height? And what about location?

                                      cvp 1 Reply Last reply Reply Quote 0
                                      • cvp
                                        cvp @BurntRice last edited by

                                        @BurntRice said:

                                        how do find the screen width and height

                                        ui.get_screen_size() --> width,height

                                        BurntRice 1 Reply Last reply Reply Quote 0
                                        • JonB
                                          JonB last edited by

                                          Re spamming, one approach is, in your button handling code, to keep track of self.t, and self.lastfire_time. When current time minus last fire time is > some value, reset the last fire time to current time, and fire a laser. Otherwise, pass

                                          BTW, in your laser loop, you will need to check if the laser is off screen (not in self.bounds), then delete the object from the scene. Otherwise your scene will eventually bog down or crash because it is moving millions of laser objects.

                                          This could also be done in your check_collisions method where you see if your lasers hit your enemies.

                                          1 Reply Last reply Reply Quote 0
                                          • BurntRice
                                            BurntRice @cvp last edited by

                                            @cvp And what about location?

                                            1 Reply Last reply Reply Quote 0
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