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    Problems with collisions

    Beginners
    collision help
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    • 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
          • waldron
            waldron F last edited by

            Lightning ⚡ fast :)

            pianofire 1 Reply Last reply Reply Quote 0
            • pianofire
              pianofire Fuze Team @waldron last edited by

              @waldron Express delivery!

              1 Reply Last reply Reply Quote 3
              • landein207
                landein207 last edited by

                Ok i just saw the code i understand how to make collisions with setplayerspeed now i think i will try see in another games with setspritelocation controls to see how to make collisions because im trying to make a game like undertale battle fan made that i think would be hard to play with a always moving character but thanks a lot now i know how to work with collidesprites + setspritespeed thank you all for helping me :)

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

                  @landein207 that's fine that demo was just to demonstrate collision for you. I can update the demo tomorrow to stop the player when not pressing the button and also add in another way to move the player without using the setspritespeed

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                  • landein207
                    landein207 last edited by

                    Ok @waldron i was testing with the demo that you gave to me and i was trying to do the controls like this

                    loop
                    clear()
                    plr.show_collision_shape = true
                    wall.show_collision_shape = true
                    c = controls(0)
                    oldc = controls(0)

                    If c.lx == 0 and c.ly == 0 then
                    Setspritespeed(plr,0,0)
                    endif

                    If c.lx > 0 then
                    Setspritespeed(plr,100,0)
                    endif
                    If c.lx < 0 then
                    Setspritespeed(plr,-100,0)
                    endif
                    If c.ly > 0 then
                    Setspritespeed(plr,0,-100)
                    endif
                    If c.ly < 0 then
                    Setspritespeed(plr,0,100)
                    endif
                    If c.lx > 0 and c.ly < 0 then
                    Setspritespeed(plr,100,100)
                    endif
                    If c.lx < 0 and c.ly < 0 then
                    Setspritespeed(plr,-100,100)
                    endif
                    If c.lx < 0 and c.ly > 0 then
                    Setspritespeed(plr,-100,-100)
                    endif
                    If c.lx > 0 and c.ly > 0 then
                    Setspritespeed(plr,100,-100)
                    endif
                    //the rest of the code

                    but idk how this happens but looks that the diagonal one override the another one how does that work with out the diagonals override the rest of the controls?

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

                      @landein207 it's a different ball game when using the stick as it's very sensitive. there's also many ways to go about movement. Have a look at some of the sample programs in fuze and see how they ✋ handle movement.il update the demo tomorrow with stick controls

                      1 Reply Last reply Reply Quote 1
                      • R
                        Richard F last edited by

                        I think you want something like:

                        setSpriteSpeed (plr,100*c.lx,-100*c.ly)
                        

                        Though 100 seems fast, but is in line with what you had.

                        1 Reply Last reply Reply Quote 2
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