(Nov-13-2017, 01:46 PM)heiner55 Wrote: 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
Thank for your advice
(Nov-13-2017, 05:16 PM)Windspar Wrote: 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()
That's a great help from you, thank you very much for the codes
Please can you tell me where did learned all this, or do you know any tutorials or books that help begginers to reach this advanced levels.
(Nov-13-2017, 01:01 PM)metulburr Wrote: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.
Thank you for your advice
I know about pygame, but I don't want to use it
I want to learn how to use pure python with less libraries, just the important ones like tkinter canvas and built in functions.
I want to learn how to make games just like old style was, with functions.