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    Sprites - Help!

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    • T
      TheDearHunter F last edited by

      Could you post an example of how you are using collideMap to get detectSpriteCollision to work? I am also running into this issue where detection doesnt work if the collision shapes are hidden. Thanks

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      • Willpowered
        Willpowered Fuze Team last edited by

        Sure thing! First, you'll need to create an empty map using the map editor. Then in your code you'll need to load it with loadMap(map_name) and call collideMap(my_sprite) to refresh the collision data.

        Here's how I would update the swimmer collision example earlier in this thread to work around the problem:

        map = loadMap("test") // Load an empty map created with the map editor.
        
        img = loadImage("Untied Games/Swimmer A")
        
        spr1 = createSprite()
        setSpriteImage(spr1, img)
        setSpriteAnimation(spr1, 14, 27, 10)
        setSpriteCollisionShape(spr1, SHAPE_CIRCLE, 100, 100, 0)
        spr1.x = 1920 / 4
        spr1.x_speed = -100
        
        spr2 = createSprite()
        setSpriteImage(spr2, img)
        setSpriteAnimation(spr2, 14, 27, 10)
        setSpriteCollisionShape(spr2, SHAPE_CIRCLE, 100, 100, 0)
        spr2.x = -1920 / 4
        spr2.x_speed = 100
        spr2.xscale = -1
        
        setSpriteCamera(0, 0, 4)
        centerSpriteCamera(0, 0)
        
        while true loop
            
            clear(0, 0, 0, 0)
        
            // Colliding these sprites with an empty map will not affect them, but it will properly refresh their collision data.
            collideMap(spr1)
            collideMap(spr2)
            
            result = collideSprites(spr1, spr2)
            if result.exists then
                spr2.visible = false
            endif
            
            updateSprites()
            drawSprites()
            update()
            
        repeat
        
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        • T
          TheDearHunter F last edited by

          Ah i was only calling collideMap once and not in my game loop. This helped, thank you!

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          • Willpowered
            Willpowered Fuze Team last edited by

            Nice, glad you got it working! When I have an ETA on when the fix for this issue can be deployed, I'll let everyone know.

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            • sys64738
              sys64738 F last edited by

              I have a question about sprite animation.

              I have a sprite that is animating through frames correctly when idling.

              When I detect control input say c.right I set the sprite animation to the corresponding right direction frames. And set the location. The sprite is moving to the right but no longer animates until I stop pressing c.right. I assume each time I update the sprite location it's resetting the animation to it's first frame.

              I've looked at example code and can't spot what I am doing wrong.

              Discostew 1 Reply Last reply Reply Quote 0
              • Discostew
                Discostew F @sys64738 last edited by

                @sys64738 the resetting of the animation is more likely from assigning the frame when detecting the key press.

                sys64738 1 Reply Last reply Reply Quote 1
                • sys64738
                  sys64738 F @Discostew last edited by

                  @Discostew yeah that's it. Trying to figure out best way to stop it retriggering. Guess a Boolean switch will do for now

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                  • pianofire
                    pianofire Fuze Team @Martin last edited by pianofire

                    @Martin == vs = is the oldest trap in the book! Some compilers now warn you about this one

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                    • Martin
                      Martin Fuze Team last edited by

                      I don’t know why my brain just assumes because it’s basic, it’s should be a single = and somehow magically know the difference!

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                      • sys64738
                        sys64738 F last edited by sys64738

                        Was this ever resolved. Just got collisions working in my latest project and then turned off show collision boxes. And well here I am with same problem as Martin.

                        Edit have loaded an empty map as above. And added

                        
                        for x = 0 to 10 loop
                        collidemap(bubblesprite[x])
                        Collide = detectspritecollision(subsprite,bubblesprite[x])
                        

                        And it works very occasionly for a bit then doesn't

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                        • Martin
                          Martin Fuze Team last edited by Martin

                          I am told that it is resolved in the next patch that has been submitted for review.

                          It works 100% of the time for me when using what you have done. I do also collide subsprite with the map as well however. Maybe try that?

                          sys64738 1 Reply Last reply Reply Quote 1
                          • sys64738
                            sys64738 F @Martin last edited by

                            @Martin oh brilliant that was the problem, I didn't collidemap the sub, so obvious in hindsight! thank you!

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