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

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    • 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
                                          • JonB
                                            JonB last edited by

                                            Also, it seems to me that you don't need both an Action that sets rotation and the actual assignment to rotation.. If you want to simulate acceleration, then you need to keep track of a velocity, and pressing the arrow button changes the velocity, and then the rotation is set by adding velocity.

                                            1 Reply Last reply Reply Quote 0
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