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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

      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?

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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
                            
                            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?

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                              • 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)
                                        
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                                        • 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
                                          • cvp
                                            cvp @ccc last edited by

                                            @ccc said:

                                            as is often the case

                                            Not so True 😂

                                            1 Reply Last reply Reply Quote 0
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