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    Fuze shoot wip

    Work In Progress
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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

        1 Reply Last reply Reply Quote 0
        • 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.

              1 Reply Last reply Reply Quote 1
              • 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.

                  1 Reply Last reply Reply Quote 0
                  • 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 :)

                    1 Reply Last reply Reply Quote 0
                    • 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

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

                            Still not working unfortunately tried all sorts

                            1 Reply Last reply Reply Quote 0
                            • 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!

                                        1 Reply Last reply Reply Quote 2
                                        • 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

                                          1 Reply Last reply Reply Quote 9
                                          • PickleCatStars
                                            PickleCatStars F last edited by

                                            The sprite scaling really adds a lot of polish :)

                                            1 Reply Last reply Reply Quote 1
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