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

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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

      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.. .

                        1 Reply Last reply Reply Quote 0
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