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    Fuze shoot wip

    Work In Progress
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    • waldron
      waldron F @Jongjungbu last edited by waldron

      @Jongjungbu how would i track a non collision apart from the way im trying.
      i tried true/false switch but maybe i laid out the code wrong im not over invested in which way i do it so what ever seems best

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      • B
        Bl4ckM4ch1n3 last edited by

        So how are you tracking a hit? Do you check if the crosshair collides with the target sprite or are you actually "firing" a bullet sprite?

        waldron 1 Reply Last reply Reply Quote 1
        • waldron
          waldron F @Bl4ckM4ch1n3 last edited by waldron

          @Bl4ckM4ch1n3 the collision occurs when sprites detect each other and c.zr all in a "for loop"
          then outside of that i just have the if c.zr statement setup for non collisions, no bullet sprite

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          • B
            Bl4ckM4ch1n3 last edited by

            So you are using the detectSpriteCollision() function?
            You could wait for c.zr and then check for a collision between the crosshair and the target. If the result is negative, thats a miss.

            waldron B 2 Replies Last reply Reply Quote 1
            • waldron
              waldron F @Bl4ckM4ch1n3 last edited by waldron

              @Bl4ckM4ch1n3 yeah im using the detectSpriteCollision() function, just not 100% sure how i can code that.
              Currently iv bodged 2 offscreen sprites so when i press zr iv setspritespeed to then collide with the other which triggers the miss, if target hit iv done setspritelocation and speed 0 seems to work but bit to messy to track through out the build

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              • R
                Richard F last edited by

                I think you need to change the order a bit. First check for c.zr. If that's pressed check for the spirit collision. If they collide you've got a hit if not you've got a miss. And you don't check for the collision at all if the player isn't firing.

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                • B
                  Bl4ckM4ch1n3 @Bl4ckM4ch1n3 last edited by Bl4ckM4ch1n3

                  @waldron then try the method I've provided in my last post:

                  @Bl4ckM4ch1n3 said in Fuze shoot wip:

                  You could wait for c.zr and then check for a collision between the crosshair and the target. If the result is negative, thats a miss.

                  It's basically the same method as the one that @Richard has mentioned.

                  The following is not 100% accurate, since I haven't used F4NS in a while. But it should work this way:

                  if c.zr then
                      for i = 0 to len(targetArray) loop 
                          result = detectSpriteCollision(crosshair, targetX)
                          if result == true then
                              thats a hit!
                          else
                              thats a miss!
                      repeat
                  
                  R waldron 2 Replies Last reply Reply Quote 1
                  • R
                    Richard F @Bl4ckM4ch1n3 last edited by

                    @Bl4ckM4ch1n3 I re-read you post after I'd posted mine and thought I could have just said I agree with you.

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                    • waldron
                      waldron F @Bl4ckM4ch1n3 last edited by waldron

                      @Bl4ckM4ch1n3 cheers il have to have another go at it later the button press and collision seem instantaneous il swap round some bits see if i can get a collision order sorted, as a fail safe i could just have a sprite over the screen with roundtime -= 5 and if target hit roundtime += 5 to cancel the miss fire.
                      seems like such a simple thing to do until you start trying to code it, for me anyway :)

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                      • waldron
                        waldron F last edited by

                        i could just do away with misfires altogether but would be nice to track players accuracy either way il get it sorted and thankyou for your time

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                        • B
                          Bl4ckM4ch1n3 last edited by

                          @waldron look at my last post again, I've provided some example-code. You can track the accuracy that way too!
                          Just increase a counter for every shot fired and a second counter for every hit. Then you'll be able to calculate the shot/hit-ratio.
                          You could even calculate the distance between the center of the crosshair and the center of the target-sprite to give different points:
                          Like +5 if you hit the center of the target and +1 if you hit it near the border.

                          waldron 1 Reply Last reply Reply Quote 2
                          • waldron
                            waldron F @Bl4ckM4ch1n3 last edited by

                            @Bl4ckM4ch1n3 excellent thank you i'l try this,yeah plan on using counters also for score. i like the idea of the extra score on accuracy i could put in the detect code if crosshair.x <= 5 ....
                            il give it a blast later cheers

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                            • waldron
                              waldron F last edited by

                              Still not working unfortunately tried all sorts

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                              • D
                                DaddyJDM last edited by

                                Start with @Bl4ckM4ch1n3 's code, but define a variable before the loop, say countHits.
                                Then, inside your loop through the targets, add 1 to countHits if the shot hits the target.

                                After the loop, check countHits - if it is zero, you know you have missed all targets.

                                Is that helpful to try?

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

                                  @DaddyJDM solved now I shared the program and jongjungbu fixed it, just one of those days

                                  1 Reply Last reply Reply Quote 4
                                  • waldron
                                    waldron F last edited by

                                    some updates added in more targets, pterodactyl takes 5 hits to take down
                                    exploding ducks.
                                    since the video iv added in Title text which has a random colour on each play as well as the cross hair.

                                    1 Reply Last reply Reply Quote 5
                                    • waldron
                                      waldron F last edited by

                                      Still not got to the pinnacle of this game yet, just hope I can pull it off ..lots more to come

                                      1 Reply Last reply Reply Quote 8
                                      • PickleCatStars
                                        PickleCatStars F last edited by

                                        Coming along nicely :)

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

                                          Ducks, Dinosaurs and the Dead. What a combo!

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                                          • waldron
                                            waldron F last edited by


                                            Still ploughing through this game, I have nearly finished round1 complete with Easter egg and have made good progress on round 2 (a classic boss fight) with changing backgrounds scaling sprites flying towards you . Still lots to do and minor adjustments to make but feeling confident it will get finished and be fun to play .going to try and keep it to 4/5 rounds will see as iv still not got it to where I want it

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