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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 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?

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          • 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.

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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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