Same my side.
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Posts made by BillBaroude
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RE: v2.0 vs v2.1 : hard crash using "reserved" var names ?
and at least : after verification ,code copied from this page produces the crash too.
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RE: v2.0 vs v2.1 : hard crash using "reserved" var names ?
More info, going deeper in my searches :
- It looks like to crash only if files had been created with 2.0 using the Game/Animation template. If the file is created with 2.1 with the template it works.
- If the file is edited using Sublime Text on Mac, it works after transfer (via drop box) on iPhone
It looks like a text formatting issue...
Here is the code (but should probably not produce the crash because of text copy/past from the .py file to this page):
#This guy produces an hard crash on v2.1 from scene import * import sound import random import math #import photos class MyScene (Scene): def setup(self): self.background_color = '#ffffff' self.target = SpriteNode('iob:ionic_256') self.add_child(self.target) pass def did_change_size(self): pass def update(self): pass def touch_began(self, touch): pass def touch_moved(self, touch): pass def touch_ended(self, touch): pass if __name__ == '__main__': run(MyScene(), PORTRAIT, show_fps=True)
Do other people are facing this ?
Thanks -
v2.0 vs v2.1 : hard crash using "reserved" var names ?
Hi there,
Going forward to 2.1 from 2.0, I have a bunch of "hard crashes" (direct go back to ios, no error, no message) when using certain var names in my scripts (working on 2.0)
I had tracked the issue and discovered that vars names like "self.target" in scene produce 100% the crash, but using "self.Target" works.
It's probably a deep exception.Any fix possible ?
Thanks
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Pythonista 3.0 Xcode template
Hi all,
Is there a Xcode template available for Pythonista 3 ?Thanks
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RE: Apple Advertisments
Hi there,
I'm having the same objective : release a simple game, with adds to make (or not...) money via the app Store.
My researches brings me to Google Ads, and Google provide a Python version of their Ads API.
I hadn't gone more further in that (I'm not at this point of the project), but here is the Google solution :
https://developers.google.com/adwords/api/docs/samples/python/I'm not sure it will be easy to use with Pythonista, or simply possible, but it looks promising and probably easiest than Object-C for Python programmers.
As I was talking about it in the "Next Pythonista Most wanted features" thread, I really think that being able to support such a feature in Pythonista should bring a lot of people to develop with.
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RE: Wish list for next release
Hi there,
I share my point of view here, in my specific context : Dummy in Python starting with Pythonista.
During the last weeks, I started a little game project to get more familiar with Python, and here are the most wanted features I have :-
Communication between dev. target machine (iPhone, iPad, ...) and a desktop machine (Mac). This will extend drastically the quality of development environment, especially for long script, but also will help to integrate your own graphics, music, in an easy way. This can be :
- Direct link using a specific app on desk machine to communicate with Pythonista app on target machine.
- Pythonista "emulator" on desktop machine / specific setup to be able to write and run scriptes directly on the desktop machine and simulating the target one
- Integration of the DropBox Sync script in the native tools given with Pythonista + an "how to" in documentation.
- Active version of the DropBox guy, with no run to do to synch (speed up dev process)
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More and more code samples in the reference documentation. Even if the documentation is really well done, dummies need help and as much examples as possible.
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iAd module easy to use in Pythonista (apple advertising in apps or equivalent). This will help a lot developers to make money with their Pythonista projects, and then probably bring a lot more projects under this platform.
I admit that's a Christmas list :)
Thanks, -
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RE: ObjectC "idleTimerDisabled" !?!
@JonB said:
mport console
console.set_idle_timer_disabled(True)Thank a lot.
I wasn't far from finding using ObjectC, but the console method is way easier :) -
ObjectC "idleTimerDisabled" !?!
Hi there,
I'm seaeching the right way to make work an ObjectC line of code to disable the Idle timer on iPhone (screen goes darker)
The original line of code (found on the web) is :
[UIApplication sharedApplication].idleTimerDisabled = YES;My side, I can't figure out how to use this exaclty. After a bunch of tries, no way to make it works.
Here is the non working code I tried :from objc_util import *
#Switch off idle mode (ObjectC)
UIApplication = ObjCClass('UIApplication')
idleTimerDisabled = ObjCClass('idleTimerDisabled')
My_app = UIApplication.sharedApplication()
My_app.idleTimerDisabled = 'YES'Any idea on the way to make it work ?
Thx !
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RE: Sequence of Action with a LabelNode
Thanks ! That was really simple ...
My side I was wondering that the Action structure were independant of the loop and was done to complete anyway. My bad :) -
Sequence of Action with a LabelNode
Hi there,
I probably just don't get the right way to do (sorry, newcomer to Pythonista), but I can't figure out how to make it work.
I would like to play a serie of actions on LabelNodes for a game splash screen.
I move elements to the right place, sequentialy, using also "wait"
The problem I have is the last sequence, where only the fade out (fade_to (0,.1)) is working. I can't get the fade in (fade-to (1,.1) working...The goal will be to smooth blink 'Press To Start" using a "repeat" at the end.
Any idea ?Here is my code :
# splash screen # done with scene Actions from scene import * import sound import random import math A = Action class Splash (Scene): def setup(self): self.background_color = '#efefef' med_font =('Futura', 30) self.title_buton =LabelNode('Press to Start', med_font, color ='black') self.title_buton.position = (self.size.w/2,-100) self.title_buton.z_position = -1 self.title_buton.alpha = 1 self.add_child(self.title_buton) def did_change_size(self): pass def update(self): self.title_buton.run_action(A.sequence(A.wait(.5),A.move_to(self.size.w/2,self.size.h/2-160,.1))) #the following seq never plays the "fade_to (1,0.1)" instruction :( self.title_buton.run_action(A.sequence(A.wait(2),A.fade_to(0,0.5,TIMING_LINEAR),A.wait(0.5),A.fade_to(1,0.5,TIMING_LINEAR))) if __name__ == '__main__': run(Splash(), PORTRAIT, show_fps=True)