Help me find a way to make the lasers fire in a certain direction.
The code runs whenever the laser button detects that someone has touched it.
@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.touchesloop.
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.
for l in self.laserscode. Now, write new movement code inside a new function, which you will call from
update. You will need to redefine
directioninside 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.
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.
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
directionusing the l.rotation, similar to the way you calculated it when you spawn the laser
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?
Also, I would also like to know how to code screen wrapping.
ccc last edited by ccc
player.location.x %= screen.width player.location.y %= screen.height
Wait, how do find the screen width and height? And what about location?
cvp last edited by
how do find the screen width and height
ui.get_screen_size() --> width,height
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.
@cvp And what about location?
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
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.
What do you think your if statement does?
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.
Post your button handling code again... You used to have checks that the new position was in the screen.
You actually don't need the if statements --
You could say player.position.x%=self.width, which will always cause it to wrap around.
BurntRice last edited by ccc
Here you go:
def handle_button_presses(self): rotationAdd = math.pi/180 self.Player.location = self.Player.position for touch in self.touches.values(): if touch.location in self.LeftCrtl.bbox: actions = [A.rotate_by(math.pi/180)] self.Player.rotation = self.Player.rotation + rotationAdd self.Player.run_action(A.sequence(actions)) if touch.location in self.RightCrtl.bbox: actions = [A.rotate_by(math.pi/-180)] self.Player.rotation = self.Player.rotation - rotationAdd self.Player.run_action(A.sequence(actions)) if touch.location in self.UpCrtl.bbox: direction = Vector2(-math.sin(self.Player.rotation), math.cos(self.Player.rotation)) self.Player.position += direction*3 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
I did change the movement code a little.
ccc last edited by
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
You actually don't need the if statements
self.Player.position.x %= width self.Player.position.y %= height
Is width an height actually defined someplace?
What isn't working in your code? Is your player rotating and moving as expected? Is only the wrapping broken?