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    Map Collision woes

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    • Spacemario
      Spacemario F @SteveZX81 last edited by Spacemario

      @SteveZX81 How did you handle the movement forwards and backwards with arbitrary angled turning? I literally just hit that problem, then I saw this video and said "Steve has already accomplished it" :) Do I need fancy maths to manually calculate the sprite X and Y speeds, or is there a command which handles it?

      The wall thing is weird, almost like it's either "polling" for the collision at a not-every-frame rate-- then in one of those gappish "windows" the tank flies forward-- or, the tank is still "moving" in your code, but the map collision is only temporarily disabling the drawing of the sprite.

      You're way ahead of me. I plan to implement my first map in the coming days, so I may have more ideas then.

      Spacemario SteveZX81 2 Replies Last reply Reply Quote 1
      • Spacemario
        Spacemario F @Spacemario last edited by

        @SteveZX81 Never mind, I figured it out!

        velocityX = sin(playerDirection) * playerSpeed
        velocityY = cos(playerDirection) * playerSpeed
        setSpriteSpeed(player, velocityX, -velocityY)
        

        And I now get a sprite moving about the screen, in the direction it's facing.

        1 Reply Last reply Reply Quote 0
        • Martin
          Martin Fuze Team last edited by Martin

          Note: Not on my Switch right now so syntax may not be 100%, but point is you can do this in a single command.

          setSpriteSpeed(player, { sin(player.rotation), -cos(player.rotation) } * playerSpeed)
          

          Assumes your sprite is called 'player'

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

            Thanks @Martin , I'll make this change! Is "player.rotation" writable too, or is it read only?

            Looking at this, I think there is a lot of removal of unnecessary variables I can probably make. Once I have a working demo, I should post it for a code review :)

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

              @Spacemario The sprite engine allows properties to be read or written either directly or via getters/setters so you can do

              setSpriteRotation( sprite, angle )
              

              or

              sprite.rotation = angle
              

              See https://fuzearena.com/help/view/setSpriteRotation

              You can even add your own properties e.g.

              sprite.hitpoints = 100
              
              Spacemario Zero Division 2 Replies Last reply Reply Quote 1
              • pianofire
                pianofire Fuze Team last edited by

                @SteveZX81 Sorry Steve we are not answering your question. I think that this might be one for @Dave

                SteveZX81 1 Reply Last reply Reply Quote 0
                • SteveZX81
                  SteveZX81 F @Spacemario last edited by SteveZX81

                  @Spacemario said in Map Collision woes:

                  @SteveZX81 How did you handle the movement forwards and backwards with arbitrary angled turning? I literally just hit that problem, then I saw this video and said "Steve has already accomplished it" :) Do I need fancy maths to manually calculate the sprite X and Y speeds, or is there a command which handles it?

                  The wall thing is weird, almost like it's either "polling" for the collision at a not-every-frame rate-- then in one of those gappish "windows" the tank flies forward-- or, the tank is still "moving" in your code, but the map collision is only temporarily disabling the drawing of the sprite.

                  You're way ahead of me. I plan to implement my first map in the coming days, so I may have more ideas then.

                  Hello, tbh the movement code is not mine (I am useless at maths and to this day I do not understand things like sin and cos. it's all Martian to me)

                  The movement code is like this, first it gets the players angle with
                  r = getspriterotation(player.spr)
                  then its moved with this line (that I don't understand if I'm honest)
                  player.pos += {sin(r),-cos(r)}*3
                  setspritelocation(player.spr,player.pos)

                  Not sure if that helps you but its what my game uses right now.

                  Spacemario 1 Reply Last reply Reply Quote 0
                  • SteveZX81
                    SteveZX81 F @pianofire last edited by

                    @pianofire said in Map Collision woes:

                    @SteveZX81 Sorry Steve we are not answering your question. I think that this might be one for @Dave

                    No probs, Martin came to my aid (again) and fixed it for me last night. (he said it's not working 100% but it seems great to me and 1000% better than what it was before)

                    1 Reply Last reply Reply Quote 3
                    • Dave
                      Dave Fuze Team last edited by

                      Awesome job, @Martin! Steve apologies I wasn't there to help last night.

                      1 Reply Last reply Reply Quote 1
                      • Spacemario
                        Spacemario F @SteveZX81 last edited by

                        Hello, tbh the movement code is not mine (I am useless at maths and to this day I do not understand things like sin and cos. it's all Martian to me)

                        Hah, I was just telling my wife the same thing yesterday! "Boy do I suck at math, I don't even know what cos and sin do!" Glad I'm not alone :D

                        1 Reply Last reply Reply Quote 1
                        • Spacemario
                          Spacemario F @pianofire last edited by

                          @pianofire This is great, thanks! I'm going to do some refactoring tonight; I really like the idea of self-containing all of my player-related properties like this.

                          1 Reply Last reply Reply Quote 0
                          • Zero Division
                            Zero Division @pianofire last edited by

                            @pianofire Whao. I can add properties to sprites? Can I add properties to other kinds of variables? Like...

                            x = 3
                            x.meta = "foo bar baz"

                            I've seen stunningly beautiful things done with properties that work like this in both Lisp and Smalltalk. Being able to use any object as a namespace could prove stunningly useful in a state machine I'm building currently (though I've decided to wait for the next patch before continuing) because it has a bunch of unfortunately global variables. It's also code that's meant to be pasted into other people's projects, so it would be a real boon to put them all in a variable "globals." E.g.

                            globals = "A set of globals for Casey's state machine."
                            globals.currentPosition = 0
                            globals.lookAhead = 1
                            globals.etc = "etcetera"

                            Is there a way to get a list of the properties an object has at runtime? E.g. getProperties(globals) -> [.currentPosition = 0, .lookAhead = 1, .etc = "etcetera" ], or even just [ "currentPosition", "lookAhead", "etc" ] would do the trick.

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

                              @Zero-Division Afraid not. This is currently just a feature of the sprite engine. I suppose you could use a sprite to hold your global variables!. I am not sure on the limits of it either: whether it is just simple types or arrays/structs. I will have to check.

                              Zero Division 1 Reply Last reply Reply Quote 0
                              • Zero Division
                                Zero Division @pianofire last edited by

                                @pianofire said in Map Collision woes:

                                @Zero-Division Afraid not. This is currently just a feature of the sprite engine. I suppose you could use a sprite to hold your global variables!. I am not sure on the limits of it either: whether it is just simple types or arrays/structs. I will have to check.

                                I suppose the way to do what I want is to use a struct then. It can be very powerful to associate arbitrary properties to arbitrary objects, though. Combined with lambdas, we'd get to OOP pretty fast this way.

                                1 Reply Last reply Reply Quote 1
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