omz:forum

    • Register
    • Login
    • Search
    • Recent
    • Popular

    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


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

    Pythonista
    7
    66
    16997
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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.

        1 Reply Last reply Reply Quote 0
        • 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)
                      
                      1 Reply Last reply Reply Quote 0
                      • 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
                              • 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
                                • First post
                                  Last post
                                Powered by NodeBB Forums | Contributors