Navigation

    Fuze Arena Logo
    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Help
    • Discord

    Problems with collisions

    Beginners
    collision help
    7
    36
    2355
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • landein207
      landein207 last edited by

      The setspritelocation(wall,625,550) but it collides but like a moveble box instead of a place you can't pass it is weird how collisions work is anygame out there that works the map with collidesprites()
      instead of collidemap or collidemaparea to see if i can learn how can i do what i want with my game =/

      1 Reply Last reply Reply Quote 0
      • Jongjungbu
        Jongjungbu F last edited by Jongjungbu

        When you use collideSprites(), make sure you set 3rd or 4th argument values to 'false' or it will be a movable box.
        For instance,
        collideSprites( player, wall, false, false)
        The default I believe is for those two 'false' arguments to be 'true'. When the first is true, then the player will be moved. When the second is true, then the wall can be moved.
        When both are 'false', then neither can push one another, but they also can't pass through each other.

        1 Reply Last reply Reply Quote 1
        • landein207
          landein207 last edited by

          In my game when both are false the player passes through the wall idk what to do now :P

          1 Reply Last reply Reply Quote 0
          • Jongjungbu
            Jongjungbu F last edited by

            Is your player movement code via setSpriteLocation() or setSpriteSpeed()?
            Where is your collideSprites() sitting? This should come shortly after your movement code, in my experience.

            1 Reply Last reply Reply Quote 0
            • landein207
              landein207 last edited by

              Setspritelocation i removed the setspritespeed and i placed the colidesprites before the player movement code let me test is changing the place of the colidesprites can change the problem
              Edit: still don't working :P

              1 Reply Last reply Reply Quote 0
              • Jongjungbu
                Jongjungbu F last edited by

                I have found setSpriteLocation() can override the collision. When using that function, I need to instead detectSpriteCollision(), I think that's the right one, and then move the player myself if detected. It won't naturally block him from moving.

                If using setSpriteSpeed() then follow it with collideSprites(), it will naturally block the player from moving.

                1 Reply Last reply Reply Quote 1
                • landein207
                  landein207 last edited by

                  But i think with the setspritespeed i can't make playet controls so i probably will need search a bit to find how to use the detectspritecollision :P
                  But thanks that helps me a lot and probably in future fuse updates see if is possible correct that problem with the sprite location and sprite colision

                  waldron 1 Reply Last reply Reply Quote 1
                  • Jongjungbu
                    Jongjungbu F last edited by

                    I think that works as intended. You have one way, where Fuze detects and you code the effects. Maybe you want to bounce the player or teleport him. The other is use Fuze built-in effect of blocking pathing.

                    1 Reply Last reply Reply Quote 0
                    • waldron
                      waldron F @landein207 last edited by

                      @landein207 i think its just a matter of getting used to how you set out code, il be less busy tomorrow if you wanted me to share a program demonstrating how to work with collision ?

                      1 Reply Last reply Reply Quote 1
                      • landein207
                        landein207 last edited by

                        Yes plz that may help me

                        1 Reply Last reply Reply Quote 1
                        • landein207
                          landein207 last edited by

                          Ok i was testing the controls with setspritespeed instead of setspritelocation the collision works but the movement looks like sliding in ice.
                          how can i avoid that effect in the movement?

                          1 Reply Last reply Reply Quote 0
                          • PickleCatStars
                            PickleCatStars F last edited by

                            I’ve never used setspritespeed, so I don’t know the exact way, but if you ’spritespeed *= 0.8’ at the end of your loop somewhere, that’ll work like friction..

                            1 Reply Last reply Reply Quote 0
                            • landein207
                              landein207 last edited by

                              I think i will open a new topic for that but thank you for the friction 'command'

                              waldron 1 Reply Last reply Reply Quote 1
                              • Jongjungbu
                                Jongjungbu F last edited by

                                If you decide to use setSpriteSpeed(), what you ought to do after the collision event happens is then stop the player from moving yourself.

                                setSpriteSpeed(player,150,0)
                                col = collideSprites(player,wall,false,false)
                                if col.exists then
                                setSpriteSpeed(player,0,0)
                                endif

                                1 Reply Last reply Reply Quote 0
                                • landein207
                                  landein207 last edited by

                                  @Jongjungbu that code setSpriteSpeed(player,150,0)
                                  col = collideSprites(player,wall,false,false)
                                  if col.exists then
                                  setSpriteSpeed(player,0,0)
                                  endif

                                  It will make the player get stuck to the wall :P

                                  Jongjungbu 1 Reply Last reply Reply Quote 2
                                  • waldron
                                    waldron F last edited by

                                    Iv made a collision demo for you download code NDL89RND5U

                                    1 Reply Last reply Reply Quote 3
                                    • Jongjungbu
                                      Jongjungbu F @landein207 last edited by

                                      @landein207

                                      Well, I sort of simplified it. But maybe check out waldron's example :)

                                      1 Reply Last reply Reply Quote 0
                                      • waldron
                                        waldron F @landein207 last edited by

                                        @landein207 the demo is pending but should be available soon.

                                        1 Reply Last reply Reply Quote 0
                                        • landein207
                                          landein207 last edited by

                                          Ok thanks for helping me understanding how collisions work here :)

                                          1 Reply Last reply Reply Quote 2
                                          • pianofire
                                            pianofire Fuze Team last edited by

                                            That has been approved

                                            1 Reply Last reply Reply Quote 2
                                            • First post
                                              Last post