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

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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.

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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.

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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.

                                  cvp 1 Reply Last reply Reply Quote 0
                                  • 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.

                                        1 Reply Last reply Reply Quote 0
                                        • 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.. .

                                          1 Reply Last reply Reply Quote 0
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