omz:forum

    • Register
    • Login
    • Search
    • Recent
    • Popular

    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


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

    Pythonista
    7
    66
    17004
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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
                • 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

                  1 Reply Last reply Reply Quote 0
                  • 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.

                    1 Reply Last reply Reply Quote 0
                    • 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.

                        1 Reply Last reply Reply Quote 0
                        • 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.

                          1 Reply Last reply Reply Quote 0
                          • 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.

                            1 Reply Last reply Reply Quote 0
                            • 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
                              
                              1 Reply Last reply Reply Quote 0
                              • 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?

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

                                  Only the wrapping.

                                  1 Reply Last reply Reply Quote 0
                                  • 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.

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

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

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

                                        Can we please get the code full listing? Please use the </> icon above the post edit box to paste your code so it is formatted for this forum.
                                        ```
                                        Insert Code Here
                                        ```

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

                                          from scene import *
                                          import math
                                          import random
                                          import sound
                                          import ui
                                          A = Action()
                                          width, height = ui.get_screen_size()
                                          #Setting up meteorites
                                          
                                          
                                          #Setting up background colour for the entire scene
                                          class Game(Scene):
                                          
                                              def setup(self):
                                                  self.bg = SpriteNode('spc:BackgroundBlack')
                                                  self.lasers = []
                                                  self.items = []
                                                  self.LaserTime = 0
                                                  self.frame_counter = 0
                                                  self.meteor = []
                                          
                                                  #Creating the player
                                                  self.Player = SpriteNode('iow:arrow_up_b_32')
                                                  self.Player.color = (1.0, 1.0, 1.0)
                                                  self.Player.anchor_point = (0.5, 0.5)
                                                  self.Player.x_scale = 2/1.0
                                                  self.Player.y_scale = 3/1.0
                                                  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.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 = ('Joystix', 30)
                                                  self.add_child(self.score_label)
                                          
                                              #Movement code.
                                              def update(self):
                                                  self.handle_button_presses()
                                                  self.move_lasers()
                                                  self.update_lasers()
                                                  self.spawn_meteor()
                                                  width, height = ui.get_screen_size()
                                                  self.LaserTime = self.LaserTime + 1
                                              
                                              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 
                                                          self.Player.position.x %= width
                                                          self.Player.position.y %= height
                                                  
                                              def move_lasers(self):
                                                  for touch in self.touches.values():
                                                      if touch.location in self.laserButton.bbox and self.LaserTime >= 15:
                                                          #reset the time
                                                          self.LaserTime = 0
                                                          new_laser = SpriteNode('shp:Circle')
                                                          new_laser.x_scale = 0.3/1.0
                                                          new_laser.y_scale = 0.3/1.0
                                                          new_laser.position = self.Player.position
                                                          new_laser.rotation = self.Player.rotation
                                                          self.add_child(new_laser)
                                                          self.lasers.append(new_laser)
                                                          sound.play_effect('arcade:Laser_6')
                                                          
                                              def update_lasers(self):
                                                  for l in self.lasers:
                                                      l.direction = Vector2(-math.sin(l.rotation), math.cos(l.rotation))*10
                                                      l.position += l.direction
                                                      if l.position.x < 0:
                                                          l.remove_from_parent()
                                                          self.lasers.remove(l)
                                                      if l.position.x > 1112:
                                                          l.remove_from_parent()
                                                          self.lasers.remove(l)
                                                      if l.position.y < 0:
                                                          l.remove_from_parent()
                                                          self.lasers.remove(l)
                                                      if l.position.y > 834:
                                                          l.remove_from_parent()
                                                          self.lasers.remove(l)
                                                          
                                              def spawn_meteor(self):
                                                  self.frame_counter = self.frame_counter + 1
                                                  if self.frame_counter >= 60:
                                                      self.frame_counter = 0
                                                      new_meteor = SpriteNode('spc:MeteorGraySmall1')
                                                      new_meteor.position = (random.randint(0, 1024), 834)
                                                      self.add_child(new_meteor)
                                                      self.meteor.append(new_meteor)
                                                  
                                                  for meteor in self.meteor:
                                                      meteor.position = (meteor.position.x, meteor.position.y - 5)
                                                      if meteor.position.y < - 100:
                                                          meteor.remove_from_parent()
                                                          self.meteor.remove(meteor)
                                          
                                          
                                          if __name__ == '__main__':
                                              run(Game(), LANDSCAPE, show_fps=True)
                                          
                                          1 Reply Last reply Reply Quote 0
                                          • ccc
                                            ccc last edited by ccc

                                            So, (as is often the case...) I was wrong about how to do the wrap around when the player gets to the edge of the screen.

                                            self.Player.position.x %= width
                                            self.Player.position.y %= height
                                            
                                            # must be changed to...
                                            
                                            self.Player.position = (self.Player.position.x % self.size.w, self.Player.position.y % self.size.h)
                                            

                                            This is because position is a scene.Point which is scene.Vector2 which behaves more like a tuple than a list.

                                            Also, you can safely delete all lines containing self.Player.location.

                                            cvp 1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post
                                            Powered by NodeBB Forums | Contributors