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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 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.

                              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.

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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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