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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

      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?

            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.

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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?

                            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)
                                      
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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
                                          • ccc
                                            ccc last edited by ccc

                                            update_lasers() can be simplified...

                                                def update_lasers(self):
                                                    for laser in self.lasers:
                                                        laser.direction = Vector2(-math.sin(laser.rotation), math.cos(laser.rotation))*10
                                                        laser.position += laser.direction
                                                        if laser.position not in self.bounds:  # laser has gone off the screen
                                                            laser.remove_from_parent()
                                                            self.lasers.remove(laser)
                                            
                                            1 Reply Last reply Reply Quote 0
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