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    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.


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    happy_variable

    @happy_variable

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    Latest posts made by happy_variable

    • RE: Gives an error at the line that I marked.

      Thanks a lot! THAT WORKS!!! Without you I could have wasted time on trying to correct this error!

      posted in Pythonista
      happy_variable
      happy_variable
    • RE: What do you use pythonista for?

      Pythonista is also suitable for making simple 2D games, animations, and apps with ui. But there are several modules that are personal to Pythonista, there is a reference to them in the section "Pythonista modules". You can access it by tapping the question mark in the console.

      Good luck with future concepts!

      posted in Pythonista
      happy_variable
      happy_variable
    • Gives an error at the line that I marked.
      # coding: utf-8
      import ui
      import appex
      import Image
          
       
      v = ui.load_view()
      img = appex.get_image()
      if img:
          v["image"].image = ui.Image(str(img)) #Error occurs here, it says IOError couldn't display image or something like that
      v.present('sheet')
      if not img:
          v.close()
      

      How do I correct it? Please help!

      posted in Pythonista
      happy_variable
      happy_variable
    • Why does is there an error ocurring in my script?

      It complains about that I didn't define the variable self.lasersOnScreen, what I actually did in the setup of the Main class.

      How do I fix it?!

      #coding : utf-8
      
      from scene import *
      from random import *
      from game_menu import ButtonNode
      import sound
      import random
      #This module is not preset, its just the one I'm working on, if you ask what is this.
      import _scene_Physics
      A = Action
      
      class Powerup(SpriteNode):
          
      	def __init__(self, **kwargs):
      		SpriteNode.__init__(self, "plf:Item_Star", **kwargs)
      		
      class Main(Scene):
      		
      	def shoot(self, type):
      		if type == "up":
      			self.laser_target_y = get_screen_size()[1]
      		if type == "down":
      			self.laser_target_y = -768
      		if self.powerupActivated == True:
      			self.laser_target_y = 768 if type == "up" else -768
      		self.la = SpriteNode('spc:LaserGreen12', parent=self)
      		self.la.position = self.al.position + (0, 30)
      		self.la.z_position = 1
      		self.lasersOnScreen.insert(1, self.la)
      		actions = [A.move_by(0, self.laser_target_y), A.remove()]
      		self.la.run_action(A.sequence(actions))
      		self.lasersOnScreen.insert(1, self.la)
      		sound.play_effect('digital:Laser4')
      	
      	def setup(self):
      	    _scene_Physics.Gravity.initGravity({"power" : 10})
      	    self.powerupActivated = False
      	    self.playerLevel = 1
      	    self.bricksOnScreen = []
      	    self.lasersOnScreen = []
      	    self.levelLabel = LabelNode("Level %s" % (self.playerLevel), ("Futura", 20), position=(40, 710), z_position = 1.0, parent=self)
      	    self.la = None
      	    self.bgimage = SpriteNode("spc:BackgroundPurple", position=(get_screen_size()[0]/2, get_screen_size()[1]/2), size=(get_screen_size()[0], get_screen_size()[1]), parent=self)
      	    self.al = SpriteNode("plf:AlienGreen_front", position=(512, 400), parent=self)
      	    self.shoot_button = ButtonNode("Shoot", parent=self)
      	    self.shoot_button.position = (924, 40)
      	    self.obstacleSpawnButton = ButtonNode("Spawn a brick", parent=self)
      	    self.upgradeStr = "Upgrade(Cost:100pts)"
      	    self.upgradeToNextLevelButton = ButtonNode(self.upgradeStr, parent=self)
      	    self.shootDownButton = ButtonNode("Shoot Down", parent=self)
      	    self.shootDownButton.position = (924, 100)
      	    self.upgradeToNextLevelButton.position = (512, 40)
      	    self.obstacleSpawnButton.position = (100, 40)
      	    self.score = 0
      	    self.scoreLabel = LabelNode(str(self.score), ("Futura", 20), parent=self)
      	    self.scoreLabel.position = (40, 740)
      	    self.scoreLabel.z_position = 1.0
      	    self.shootWith2 = False
      	    self.upgradeCost = 100
      		
      	def touch_ended(self, touch):
      		touch_loc = self.point_from_scene(touch.location)
      		if touch_loc in self.shoot_button.frame:
      			self.shoot(type = "up")
      		if touch_loc in self.obstacleSpawnButton.frame:
      			o = self.spawn_random_brick()
      			self.bricksOnScreen.insert(1, o)
      			del o
      		if touch_loc in self.upgradeToNextLevelButton.frame:
      			if self.score >= self.upgradeCost or self.score == self.upgradeCost:
      				self.score -= self.upgradeCost
      				self.scoreLabel.text = str(self.score)
      				self.playerLevel += 1
      		if touch_loc in self.shootDownButton.frame:
      			self.shoot(type = "down")
      			
      	def check_collisions(self):
      		if self.lasersOnScreen:
      			for brickOnScreen in self.bricksOnScreen:
      				for laserOnScreen in self.lasersOnScreen:
      					if laserOnScreen.position in brickOnScreen.frame:
      						brickOnScreen.run_action(A.remove())
      						sound.play_effect(random.choice(["Explosion_1", "Explosion_2", "Explosion_3"]))
      						if brickOnScreen in self.bricksOnScreen:
      							self.bricksOnScreen.remove(brickOnScreen)
      						if random.randint(1, 5) == 4 and self.powerupActivated == False:
      							self.pup = Powerup(parent=self)
      							self.pup.position = brickOnScreen.position
      							actions = [A.move_to(100, 10), A.call(self.powerupActive), A.wait(18), A.call(self.powerupDesactive), A.remove()]
      							self.pup.run_action(A.sequence(actions))
      						self.score += random.randint(1, 10)
      						self.scoreLabel.text = str(self.score)
      						if not self.la == None:
      							if self.la in self.lasersOnScreen and self.powerupActivated == False:
      								self.lasersOnScreen.remove(self.la)
      								self.la.run_action(A.remove())
      							
      	def touch_moved(self, touch):
      		touch_loc = self.point_from_scene(touch.location)
      		if touch_loc in self.al.frame:
      			self.al.position = touch_loc
      			
      	def spawn_random_brick(self):
      		obstacles = ["pzl:Blue8", "pzl:Purple8", "pzl:Yellow4"]
      		obstacleName = random.choice(obstacles)
      		brick = SpriteNode(obstacleName, position=(random.randint(1, get_screen_size()[0]), random.randint(1, get_screen_size()[1])), parent=self)
      		_scene_Physics.Gravity.gravity(_scene_Physics.Gravity(), brick)
      		return brick
      		
      	def update(self):
      		self.check_collisions()
      		self.levelLabel.text = "Level %s" % (self.playerLevel)
      		
      	def powerupActive(self):
      		self.powerupActivated = True
      		
      	def powerupDesactive(self):
      		self.powerupActivated = False
      
      if __name__ == "__main__":
      	run(Main(), LANDSCAPE, show_fps=True)
      
      posted in Pythonista
      happy_variable
      happy_variable
    • How to get an array/tuple/dictionary of files that a certain folder contains?

      So, I tried doing it using file.read but it didn't do it for me, please help.

      Thank you.

      posted in Pythonista
      happy_variable
      happy_variable
    • How to post apps to the App Store?

      So, how do I post apps to the App Store? And do I have to optimize the screen size for other devices or it'll be stretched automatically (I mean about the others who may download my apps, they can have a problem that the SceneView is too big/small for their screens.)?
      Thanks!

      posted in Pythonista
      happy_variable
      happy_variable
    • What the heck is the "u_offset" uniform in shaders?

      No description to my question. Just read the title, OK?
      Waiting for your answers!

      posted in Pythonista
      happy_variable
      happy_variable
    • Why does an error happen when I try to call the subclass of "SpriteNode"?

      Here is the subclass of SpriteNode

      class Powerup(SpriteNode):
      def init(name, duration, from_brick):
      self.name = name
      self.duration = duration
      self.from_brick = from_brick
      SpriteNode.init(self.name, position=from_brick.position)

      def __setattr__(name, duration, from_brick):
      	SpriteNode.__setattr__(name, duration, from_brick)
      

      It actually must display a Powerup on the screen.
      Don't worry about the from_brick.position attribute in the init function, the from_brick attribute of my class must be a SpriteNode.

      Notice: I have done all the indents, but they may be not displayed, don't worry.

      Here is how I call the class to create a Powerup:

      pup = Powerup("plf:Item_Star", 30, brickOnScreen)

      The brickOnScreen variable was defined.

      Gives a TypeError, that init() takes 3 arguments, but 4 were given (The error bookmark points at the line where I assign the class to the pup variable.

      Thanks for your answers, programmers!

      posted in Pythonista
      happy_variable
      happy_variable
    • RE: Pausing inside classes with "Scene" object

      Thanks, @chriswilson!

      I have noticed about the Action.wait() method before you answered (but later than posting this question), but still thanks for your support. I already got all the information I wanted and expected, so I don't need concrete suggestions on concrete topics.

      I'm going to post a new question soon, and I'll be happy to get supported by you on it, again Thanks!

      posted in Pythonista
      happy_variable
      happy_variable
    • Pausing inside classes with "Scene" object

      How do you pause the class with object "Scene" or "SpriteNode" for a certain amount of time, while leaving other classes to work?

      I am not sure that time.sleep() does the job.

      Thanks for your answers, programmers!

      posted in Pythonista
      happy_variable
      happy_variable