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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

      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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                              • 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
                                ```

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                                • 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.

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                                    • cvp
                                      cvp @ccc last edited by

                                      @ccc said:

                                      as is often the case

                                      Not so True 😂

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                                      • 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)
                                        
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                                        • 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.

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                                          • moezop
                                            moezop last edited by moezop

                                            press the laser button, the laser just goes to far left-hand side and goes up no matter what.. .

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