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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

      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.

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          • arsartindustry
            arsartindustry last edited by

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            • 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.

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                • 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.

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                  • 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.

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                        • 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.

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                                  • BurntRice
                                    BurntRice @cvp last edited by

                                    @cvp And what about location?

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                                    • JonB
                                      JonB last edited by ccc

                                      position, not location.

                                      If you want to wrap, you need to fundamentally change your button logic, since you check limits

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                                      • BurntRice
                                        BurntRice last edited by BurntRice

                                        I have added this:
                                        width, height = ui.get_screen_size()
                                        And then added this later:
                                        if self.Player.position.x <= 0 or self.Player.position.x >= 1112:
                                        self.Player.position.x %= width
                                        if self.Player.position.y <= 0 or self.Player.position.y >= 834:
                                        self.Player.position.y %= height
                                        This didn’t work. I checked if I had gotten the width and height variables in a seperate script, and I did. I am now stumped.

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                                        • JonB
                                          JonB last edited by

                                          What do you think your if statement does?

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

                                            Whenever the Players position.x is equal to or smaller than 0 or whenever the position.x is equal to or greater than 1112, you do the remainder of the division of the screen height.

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