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    Finding it hard to get enemies

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    • Dave
      Dave Fuze Team @lawyerlounge last edited by Dave

      @lawyerlounge this is a great question.

      In terms of loading assets, there is no difference. You have to work with whatever the layout of the spritesheets are. For example, in Untied Games there are a lot of huge character spritesheets with lots of different animations in one place. In this case you have to load only a single spritesheet and you have access to all of the different animations.

      In the Ansimuz assets, most of his characters (actually all of them, I believe) are done as separate sheets for separate animation sets. One for idle, one for run, etc.

      Whether going down a sprite engine route or a draw commands route, you will need to load and structure your assets in a way which works with those specific assets. This isn't changed by which route you end up going down.

      You have the exact same amount of options and control no matter which method you use, it depends entirely on what you're most comfortable with and understand more. One big difference is the command setSpriteAnimation(). Using setSpriteAnimation(), you can provide it with a sprite, a start tile and an end tile, a number of frames per second, and it will loop that animation for you beautifully.

      Doing this without the sprite commands means using drawSheet() and "doing things yourself", so to speak. For example:

      sheet = loadImage( "file" )
      start = 0 // first tile in the animation sequence
      end = 7 // last tile in the animation sequence
      fps = 0.1 // frames per second
      
      loop
          clear()
          drawSheet( sheet, tile, {x, y, w, h} ) // draw the current tile from the spritesheet
          tile += fps // increase the tile by our fps variable
          if tile > end then // check if animation has reached the end of the sequence
              tile = start // if so, reset the tile
          endif
          update()
      repeat
      

      The code above is essentially doing the same thing as:

      sheet = loadImage("file")
      sprite = createSprite()
      setSpriteImage( sprite, sheet )
      setSpriteAnimation( sprite, sheet, 0, 7, 10 ) // this one line is the same as the counter and if statement in the previous example
      
      loop
          clear()
          updateSprites()
          drawSprites()
          update()
      repeat
      

      The big difference is that when using the sprite commands (and especially when using a map which you've drawn in the map editor, with collision boxes), you also should be using the other sprite commands for your program. Map collision will only work properly with setSpriteCamera(), for example.

      You also run into specific problems to tackle depending on which method you're going for. setSpriteAnimation() is a super useful command, but if your code is written incorrectly it will not work. Take this example here:

      // assuming necessary sprite setup stuff here
      loop
          clear()
          j = controls(0)
          if j.a then 
              setSpriteAnimation( sprite, sheet, 10, 18, 10 ) // on A button press, set the sprite animation sequence to a range of tile 10 - 18 at 10 fps. This is purely an example, numbers are arbitrary
          endif
          update()
      repeat
      

      In this example, when you press the A button, setSpriteAnimation() will execute on every frame that A is held. This results in our characters not moving, being locked in the first frame of animation. To get around this you'll need "switches" or "flags" to stop the line from being read.

      When the updated gothicVania demo is in Fuze it will indeed answer a lot of these questions. I've gotten much better at writing this sort of code since that was made and I'm excited to get it in there.

      Furthermore, the ninjaScroller demo I'm working on currently uses the drawSheet() method only. With this, you'll have two fleshed-out examples using both methods and this will hopefully allow everyone to do what they find easiest to get their heads around!

      1 Reply Last reply Reply Quote 2
      • lawyerlounge
        lawyerlounge last edited by

        This explanation was brilliant and I appreciate you taking the time and showing the examples side by side as well as an example that you would "think" would work intuitively.. yet doesn't.

        About the sprite engine as well:
        I originally tried this route and I believe I reached a conclusion as to why the animation would't work for me. Due to everything needing to be within the "main loop", and that the main loop itself runs super quickly (is it 60 times a second??), that even though I had setSpriteAnimation(sprite, start, end, fps) what was happening was this was being called 60 times a second and sprite never had a chance to get to the second frame of the animation.

        I notice in your example above, the setSpriteAnimation() is located above and outside of the main loop. It would be helpful to see a "simple" example of how you would call "setSA()" in the main loop within conditions and input tests/or just blatantly in the loop at all.

        I appreciate the direct help and examples and I look forward to seeing your new demos when completed.

        -MikeV

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

          @lawyerlounge

          Absolutely happy to. There is a way I could provide a very "simple" example, without using states etc, but in my opinion it honestly ends up being far more complicated.

          Usually I begin with something like this:

          spritesheet = loadImage("filename")
          sprite = createSprite()
          setSpriteImage( sprite, spritesheet )
          
          // Now we create an array of animation data. Each element of this array is an array of two elements, the start tile and the end tile. 
          // Numbers are of course arbitrary.
          playerAnimationData = [
              [ 0, 6 ], // let's say this is the idle animation
              [ 7, 20 ], // this one could be an attack animation
              [ 21, 30 ] // this one could be jump
          ]
          
          // Now we make state variables to use as indexes into that animation array:
          idle = 0
          attack = 1
          jump = 2
          
          // Now the variable to store the current state
          state = idle
          
          // We will also **need** to keep track of the player's **old state**, in order to tell when we change animation.
          oldState = -1 // Making it -1 for now because we'll be setting it properly in the loop.
          
          // Lastly, a flag variable make sure that we only trigger the ``setSpriteAnimation()``` once
          animSwitch = false
          

          Okay, with that done, we can have something like the following in our main loop:

          loop
              clear()
              updateSprites()
              j = controls(0)
          
              // It's extremely useful to know which frame of animation you character is on, so let's make a local variable for that:    
              playerFrame = getSpriteAnimFrame( sprite )    
          
              // If A is pressed and the character was not previously in the jump state, enter jump state and set the animSwitch
              if j.a and oldState != jump then
                  animSwitch = true
                  state = jump
              endif
          
              // You might want your attack to only be possible if the player is not jumping, for instance:
              if j.x and oldState != attack and oldState != jump then
                  animSwitch = true
                  state = attack
              endif    
          
              // With the sprite's current animation frame known, we can also easily return to idle after certain animations:
              if state == attack and playerFrame >= playerAnimationData[state][1] then
                  animSwitch = true
                  state = idle
              endif
          
              // Notice that in our if statements, we simply need only change the state and turn the animation switch on. If we weren't using an array of animation data with a state machine,
              // we would have to do separate ```setSpriteAnimation()``` calls for each if statement. This ends up being quite cluttered and not so simple when you've got a large scale project.
              
              // However, with this way of doing things, we simply need this one if statement at the end. We check if the current state is != oldState and if our switch is on:
              if state != oldState and animSwitch then
                  // playerAnimationData[ state ][0] contains the start tile for the current state, playerAnimationData[ state ][1] is the end tile
                  setSpriteAnimation( sprite, playerAnimationData[ state ][0], playerAnimationData[ state ][1], 10 ) // 10 fps is arbitrary
                  animSwitch = false // turn the switch off
              endif
              
              // Finally, we update the oldState variable to contain the current state at the end of the frame.
              oldState = state
              update()
          repeat
          

          I might be missing a couple of small details here as I didn't want to overload, but this is the method I'm using in the updated gothic Vania demo and it works nicely. It also grants you a lot of control over which states happen when.

          Actually, looking at this I'm not sure you actually need the animSwitch variable, since just knowing if the state is not equal to the old state might be enough. I would use it for good measure!

          I really hope this is what you were looking for. Please let me know if I can elaborate on anything at all.

          1 Reply Last reply Reply Quote 2
          • lawyerlounge
            lawyerlounge last edited by lawyerlounge

            Thanks again for a great example. I noticed there was no use of drawSprites() in your loop. Is that possibly the reason I had issues with the animation not running?

            image = loadImage("filename")
            sprite = createSprite()
            setSpriteImage( sprite, image)
            
            startFrame = 0
            endFrame  = 10
            fps = 10
            
            Loop
                  clear()
                
                  setSpriteAnimation( sprite, startFrame, endFrame, fps)
            
                  updateSprites()
                  drawSprites()
            
                  update()
            repeat
            

            I remember just trying to get the animation to work anywhere inside the loop (without any states or conditions) resulted in no movement at all. Is it because I was misusing some sort of update() command or drawSprites() command, and it kept redrawing the initial start frame and not allowing the animation to count up to 10 at 10 fps? I'm at work and away from my switch, but I believe I tried almost all combinations of including/excluding any update() draweSprites() and updateSprites() to no avail.

            Does that make sense though?

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

              @lawyerlounge setSpriteAnimation() initializes the animation. If you call it in your game loop it will keep resetting it back to the beginning. The updateSprites() call is the one that will move the animation forward. drawSprites() will actually draw them into video memory and update() will render that to the screen.

              So this should work (let me know if it doesn't). You also need to set the sprite location using setSpriteLocation

              sprite = createSprite()
              setSpriteImage( sprite, image)
              setSpriteLocation(sprite, gwidth()/2, gheight()/2)
              startFrame = 0
              endFrame  = 10
              fps = 10
              setSpriteAnimation( sprite, startFrame, endFrame, fps)
              
              Loop
                    clear()
                  
              
                    updateSprites()
                    drawSprites()
              
                    update()
              repeat
              
              1 Reply Last reply Reply Quote 0
              • Jonboy
                Jonboy Fuze Team last edited by

                Ha Waldron... "Finding it hard to get enemies".. I make new ones every day!

                Sorry.. can't be much more help than that at the moment. See what I mean.

                waldron 1 Reply Last reply Reply Quote 0
                • lawyerlounge
                  lawyerlounge last edited by

                  What is the main difference from Dave's example (2 posts up) and my example (which both at some point have the setSpriteAnimation() function inside of the main loop) that would cause his to work and mine not to.

                  Other than having "if statements" (which basically change a variable called "state" which in turn changes the startFrame and endFrame vars for the arguments within setSpriteAnimation), and providing a check to see if the current state is not what it used to be, what causes the program in Dave's post to let the animation run from start to finish without constantly executing the beginning of the animation? (the problem you dissected within my example)

                  Or is the method of checking if state != oldState required, because if you intend an animation to change throughout the main loop you need to find a way to only run it once at particular moments? And for any asset that doesn't need to change animations you would just use the setSpriteAnimation function before the main loop and set the visibility to false until needing to display?

                  I think I've figured out the bare requirements for using sSA() in the loop... would this work?

                  sprite = createSprite()
                  setSpriteImage( sprite, image)
                  setSpriteLocation(sprite, gwidth()/2, gheight()/2)
                  startFrame = 0
                  endFrame  = 10
                  fps = 10
                  
                  animSwitch = true
                  
                  Loop
                        clear()
                       
                        currentFrame = getSpriteAnimFrame( sprite )
                  
                        if animSwitch then
                              setSpriteAnimation( sprite, startFrame, endFrame, fps)
                              animSwitch = false
                        endif
                  
                        if currentFrame >= endFrame then
                              animSwitch = true
                        endif
                  
                        updateSprites()
                        drawSprites()
                  
                        update()
                  repeat
                  

                  P.S. thank you for all of the help teaching me something that must be simple for you guys!
                  -MikeV

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

                    @lawyerlounge Not at all. That's what we are here for. Yes you only want to call setSpriteAnimation to change the current animation. The set animation will be repeated until a new one is set. If you want more control over the animation you can use setSpriteAnimFrame but you will have to control the speed yourself:

                    https://fuzearena.com/help/view/setSpriteAnimFrame

                    1 Reply Last reply Reply Quote 2
                    • lawyerlounge
                      lawyerlounge last edited by

                      Nice! so my example should display the animation on loop? (not at home yet to test it)

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

                        @lawyerlounge Well I haven't tried it but yes it looks like it should

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

                          @Jonboy haha i must be to nice

                          1 Reply Last reply Reply Quote 1
                          • Jonboy
                            Jonboy Fuze Team last edited by

                            ha, but not TOO nice. See, i did it again. Seriously, you should not invite me to comment :-)

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

                              @lawyerlounge My bad! Completely forgot about perhaps the most important command, drawSprites(), in the example I gave.

                              1 Reply Last reply Reply Quote 0
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