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

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    • 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

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          • 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?

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            • 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
                
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                • BurntRice
                  BurntRice last edited by

                  Oh, thanks.

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                  • 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?

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                                • 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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                                  • JonB
                                    JonB last edited by

                                    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.

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                                    • BurntRice
                                      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.

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                                      • ccc
                                        ccc last edited by

                                        @BurntRice said:

                                                    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
                                        

                                        @JonB said:

                                        You actually don't need the if statements

                                                    self.Player.position.x %= width
                                                    self.Player.position.y %= height
                                        
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                                        • JonB
                                          JonB last edited by

                                          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?

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                                          • BurntRice
                                            BurntRice last edited by

                                            Only the wrapping.

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