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help with game - Printable Version

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help with game - hammza - Oct-30-2017

hi every one Smile

I'm trying to make a game , i need help to make the bullet start from the ship

i don't know how to use coords

this is the code

from tkinter import *
import random
import time

WIDTH=600
HEIGHT=400

tk=Tk()
c=Canvas(tk,width=WIDTH,height=HEIGHT)
c.pack()



def ship(a):
    c.create_polygon(a,a/2,a-20,a/2+30,a+20,a/2+30,fill="blue")
    return a


def bullet(i):
    c.create_oval(i,i,i+5,i+5,fill="blue")


#=================== KEYS =====================================
def go_left(event):
    c.move(1,-5,0)
    c.update()

def go_right(event):
    c.move(1,5,0)
    c.update()

def go_up(event):
    c.move(1,0,-5)
    c.update()

def go_down(event):
    c.move(1,0,5)
    c.update()

def spaceKey(event=0):
    c.move(2,0,-100)
    c.update()


ship=ship(300)
bult=bullet(298)

tk.bind("<Left>", go_left)
tk.bind("<Right>", go_right)
tk.bind("<Up>", go_up)
tk.bind("<Down>", go_down)
tk.bind('<space>',spaceKey)


tk.mainloop()



RE: help with game - heiner55 - Nov-11-2017

See https://python-forum.io/Forum-Game-Tutorials


RE: help with game - hammza - Nov-11-2017

(Nov-11-2017, 03:24 PM)heiner55 Wrote: See https://python-forum.io/Forum-Game-Tutorials

Thank you very much

But Iam looking for a canvas solution without pygame


RE: help with game - heiner55 - Nov-11-2017

>> make the bullet start from the ship

def create_bullet(i):
    return c.create_oval(i,i/2,i+5,i/2+5,fill="blue")



RE: help with game - hammza - Nov-12-2017

(Nov-11-2017, 05:25 PM)heiner55 Wrote: >> make the bullet start from the ship

def create_bullet(i):
    return c.create_oval(i,i/2,i+5,i/2+5,fill="blue")

Thank you, I'll try this tomorrow Smile


RE: help with game - heiner55 - Nov-13-2017

I took the liberty of changing some names in your program

from tkinter import *
from time import time, sleep
import random

WIDTH =600
HEIGHT=400

tk=Tk()
cs=Canvas(tk,width=WIDTH,height=HEIGHT)
cs.pack()

def create_ship(x,y):
    return cs.create_polygon(x,y, x-20,y+30, x+20,y+30, fill="blue")

def create_bull(x,y):
    return cs.create_oval(x-3,y-3, x+3,y+3, fill="blue")

def go_left(event):
    cs.move(ship,-5,0)
    cs.update()

def go_right(event):
    cs.move(ship,5,0)
    cs.update()

def go_up(event):
    cs.move(ship,0,-5)
    cs.update()

def go_down(event):
    cs.move(ship,0,5)
    cs.update()

def spaceKey(event=0):
    cs.move(bult,0,-50)
    cs.update()

ship = create_ship(300,200)
bult = create_bull(300,200)

tk.bind("<Left>",  go_left)
tk.bind("<Right>", go_right)
tk.bind("<Up>",    go_up)
tk.bind("<Down>",  go_down)
tk.bind('<space>', spaceKey)

tk.mainloop()



RE: help with game - hammza - Nov-13-2017

(Nov-13-2017, 06:13 AM)heiner55 Wrote: I took the liberty of changing some names in your program

from tkinter import *
from time import time, sleep
import random

WIDTH =600
HEIGHT=400

tk=Tk()
cs=Canvas(tk,width=WIDTH,height=HEIGHT)
cs.pack()

def create_ship(x,y):
    return cs.create_polygon(x,y, x-20,y+30, x+20,y+30, fill="blue")

def create_bull(x,y):
    return cs.create_oval(x-3,y-3, x+3,y+3, fill="blue")

def go_left(event):
    cs.move(ship,-5,0)
    cs.update()

def go_right(event):
    cs.move(ship,5,0)
    cs.update()

def go_up(event):
    cs.move(ship,0,-5)
    cs.update()

def go_down(event):
    cs.move(ship,0,5)
    cs.update()

def spaceKey(event=0):
    cs.move(bult,0,-50)
    cs.update()

ship = create_ship(300,200)
bult = create_bull(300,200)

tk.bind("<Left>",  go_left)
tk.bind("<Right>", go_right)
tk.bind("<Up>",    go_up)
tk.bind("<Down>",  go_down)
tk.bind('<space>', spaceKey)

tk.mainloop()

Thank you very much for your help

Your idea is good

But I'm looking for something else,

What i want is how to make it shoot like (space invaders), I don't know how to use coords, and I didn't found any good tutorial or explanation.


Thank you again Smile


RE: help with game - metulburr - Nov-13-2017

Quote:What i want is how to make it shoot like (space invaders), I don't know how to use coords, and I didn't found any good tutorial or explanation.
Thats because no one uses tkinter to make games. There is a better library to handle that kind of software and it called pygame. In fact, we have a tutorial on how to make a ship shoot like space invaders on this forum. Tkinter is a GUI library mainly for building window form apps.


RE: help with game - heiner55 - Nov-13-2017

This needs big changes.
A class for the ship and a class for the bullet.
Each class take care of the position x and y and has a draw/update function.
Then you need a function which is called every 1/100s.
This function calls all updates functions from your ship and from many bullets.

You should google for ping pong. If you understand ping pong,
you can also code your game.
See https://gist.github.com/calebrob6/4022622


RE: help with game - Windspar - Nov-13-2017

here an example
import tkinter as tk

SCREEN = 600, 400
        
class Bullet:
    def __init__(self, canvas, x, y, tk_fill, movement):
        self.bullet = canvas.create_oval(x -3 , y - 3, x + 3, y + 3, fill=tk_fill)
        self.movement = movement
        
    def move(self, canvas):
        canvas.move(self.bullet, self.movement[0], self.movement[1])

class App(tk.Frame):
    def __init__(self, master):
        # put canvas in frame so you can have other goodies
        tk.Frame.__init__(self, master)
        self.pack()
        self.canvas = tk.Canvas(self, width=SCREEN[0], height=SCREEN[1])
        self.canvas.pack()
        self.bullets = []# store bullets
        self.tick_loop() # start the tick loop
        self.ship = self.create_ship(300, 370, "blue")
        
        master.bind("<Left>", self.go_left)
        master.bind("<Right>", self.go_right)
        master.bind("<Up>", self.go_up)
        master.bind("<Down>", self.go_down)
        master.bind("<space>", self.space_key)
        
    def create_ship(self, x, y, tk_fill):
        return self.canvas.create_polygon(x, y, x - 20, y + 30, x + 20, y + 30, fill=tk_fill)
        
    def tick_loop(self):
        remove_list =
        for enum, bullet in enumerate(self.bullets):
            if self.canvas.coords(bullet.bullet)[1] < 0:
                remove_list.append(enum)
                self.canvas.delete(bullet.bullet)
            else:
                bullet.move(self.canvas)
                
        for index in remove_list:
            self.bullets.pop(index)
    
        # framerate per seconds 1000/30 = 30 frames roughly
        self.after(int(1000/30), self.tick_loop)        
        
    def go_left(self, event):
        self.canvas.move(self.ship, -5, 0)
        self.canvas.update()
        
    def go_right(self, event):
        self.canvas.move(self.ship, 5, 0)
        self.canvas.update()
        
    def go_up(self, event):
        self.canvas.move(self.ship, 0, -5)
        self.canvas.update()
        
    def go_down(self, event):
        self.canvas.move(self.ship, 0, 5)
        self.canvas.update()
        
    def space_key(self, event=0):
        # only want the first two coords
        x, y = self.canvas.coords(self.ship)[:2]
        # just having shoot straight up
        self.bullets.append(Bullet(self.canvas, x, y, "blue", (0, -10)))

def main():
    root = tk.Tk()
    app = App(root)
    app.mainloop()
    
if __name__ == '__main__':
    main()
Don't like how keypress working but here it is.
Would be easier in pygame or pysfml.

fix poping bug. popping bug so far has no effect on above good. Just added little more stuff.
import tkinter as tk

SCREEN = 600, 400
        
class Bullet:
    def __init__(self, canvas, x, y, tk_fill, movement):
        self.bullet = canvas.create_oval(x -3 , y - 3, x + 3, y + 3, fill=tk_fill)
        self.movement = movement
        
    def move(self, canvas):
        canvas.move(self.bullet, self.movement[0], self.movement[1])

class App(tk.Frame):
    def __init__(self, master):
        # put canvas in frame so you can have other goodies
        tk.Frame.__init__(self, master)
        self.pack()
        self.canvas = tk.Canvas(self, width=SCREEN[0], height=SCREEN[1])
        self.canvas.pack()
        self.bullets = [] # store bullets
        self.tick_loop() # start the tick loop
        self.ship = self.create_ship(300, 370, "blue")
        
        master.bind("<Left>", self.go_left)
        master.bind("<Right>", self.go_right)
        master.bind("<Up>", self.go_up)
        master.bind("<Down>", self.go_down)
        master.bind("<space>", self.space_key)
        master.bind("<b>", self.go_b)
        master.bind("<v>", self.go_v)
        
    def create_ship(self, x, y, tk_fill):
        return self.canvas.create_polygon(x, y, x - 20, y + 30, x + 20, y + 30, fill=tk_fill)
        
    def tick_loop(self):
        remove_list = []
        for enum, bullet in enumerate(self.bullets):
            coords = self.canvas.coords(bullet.bullet)
            if coords[1] < 0 or coords[0] < 0 or coords[2] > SCREEN[0]:
                remove_list.append(enum)
                self.canvas.delete(bullet.bullet)
            else:
                bullet.move(self.canvas)
        
        # fix poping bug        
        for enum, index in enumerate(remove_list):
            self.bullets.pop(index - enum)
    
        # framerate per seconds 1000/30 = 30 frames roughly
        self.after(int(1000/30), self.tick_loop)        
        
    def go_left(self, event):
        self.canvas.move(self.ship, -5, 0)
        self.canvas.update()
        
    def go_right(self, event):
        self.canvas.move(self.ship, 5, 0)
        self.canvas.update()
        
    def go_up(self, event):
        self.canvas.move(self.ship, 0, -5)
        self.canvas.update()
        
    def go_down(self, event):
        self.canvas.move(self.ship, 0, 5)
        self.canvas.update()
        
    def space_key(self, event=0):
        # only want the first two coords
        x, y = self.canvas.coords(self.ship)[:2]
        # just having shoot straight up
        self.bullets.append(Bullet(self.canvas, x, y, "blue", (0, -10)))
    
    # spread shooting
    def go_b(self, event):
        # only want the first two coords
        x, y = self.canvas.coords(self.ship)[:2]        
        #up
        self.bullets.append(Bullet(self.canvas, x, y, "red", (0, -8)))
        #left
        self.bullets.append(Bullet(self.canvas, x, y, "red", (-8, 0)))
        #right
        self.bullets.append(Bullet(self.canvas, x, y, "red", (8, 0)))

    # triple shoot striaght up
    def go_v(self, event):
        # only want the first two coords
        x, y = self.canvas.coords(self.ship)[:2]        
        #up
        self.bullets.append(Bullet(self.canvas, x, y, "green", (0, -5)))
        self.bullets.append(Bullet(self.canvas, x - 50, y, "green", (0, -5)))
        self.bullets.append(Bullet(self.canvas, x + 50, y, "green", (0, -5)))

def main():
    root = tk.Tk()
    app = App(root)
    app.mainloop()
    
if __name__ == '__main__':
    main()