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

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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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                                        • BurntRice
                                          BurntRice last edited by

                                          width, height = ui.get_screen_size()
                                          I think this is right. I did a seperate script where I print it out inside the console, and it worked.

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                                          • BurntRice
                                            BurntRice last edited by

                                            I tried placing it self.update, but then it wouldn’t work.

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