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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 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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