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    Sprites - Help!

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    • Martin
      Martin Fuze Team last edited by

      I’ve updated my shared code.

      Friend code: 5151-7991-7419

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      • Willpowered
        Willpowered Fuze Team last edited by Willpowered

        I'm unable to add you, are you sure that's the correct friend code?

        1 Reply Last reply Reply Quote 1
        • M
          MikeDX last edited by

          retail and dev friend codes are not compatible

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          • Martin
            Martin Fuze Team last edited by Martin

            What he said - I can only share my code with retail units. Sorry.

            PS: Jon and Colin are now added so hopefully one of them can look at it?

            PPS: Might want to be careful - I tried the code above and I'm guessing you're not Japanese :D

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            • pianofire
              pianofire Fuze Team last edited by

              I'll have a look

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

                Will, take a look at this


                It is definitely the case that simply turning of the visible collision makes the collision work as intended.
                I can't see any reason why this would be the case.

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                • Martin
                  Martin Fuze Team last edited by

                  AND, there's a line further down that sets sprite.visible to false (also tried the function) so they shouldn't just be getting stuck in position, they should vanish (and I was rather hoping, not count for collision detection any more but that was the reason for the test).

                  Is there another way to effectively destroy the sprite once the enemy lives reaches 0? I may well be doing something perfectly dumb.

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                  • Willpowered
                    Willpowered Fuze Team last edited by

                    Sorry about that, I'll have to look into how to properly add you on my end. (@Jonboy I've sent you an email)

                    I've identified the issue- There is an issue once show_collision_shape is turned off. If the sprites are collided with a map first there is no issue, but when only colliding sprites the collision data won't get refreshed if show_collision_shape is off. (It refreshes it when it's on in order to accurately draw the collision shape.)
                    As a workaround for now please show collision shapes or add an empty map to your project and collide your sprites with it using collideMap.

                    As for the visibility issue I think I'd have to see your code for that one. Please hang tight until I can figure out what's up on my end with adding you.

                    1 Reply Last reply Reply Quote 2
                    • Martin
                      Martin Fuze Team last edited by Martin

                      Thanks Will - just upvoted your posts! Crazy that you need post approval :)

                      Strange you should mention collisionMaps - i'm just sat here browsing through the source for Super Mega Arena Blaster and had just arrived at "what's this here collision map then and how does it work"!! So I was just about to investigate collision maps.Because my enemies don't fire back (maybe later) I'm not telling it to collide sprites. So I was just about to go further down and see if you were doing anything any different to me when it comes to the player shots.

                      Right, will head down the collision map road then.

                      Very impressed with the structure of your code incidentally :+1:

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                      • Willpowered
                        Willpowered Fuze Team last edited by

                        Thanks! Since there's only one big code file, it's important to structure, comment, and use bookmarks efficiently for big projects. Using collideMap should work for now, even if the map is totally empty.

                        As for post approval- @MikeDX Do you think you could make me a mod?

                        M 1 Reply Last reply Reply Quote 2
                        • Martin
                          Martin Fuze Team last edited by

                          Ah, I can do that - you'll still have to approve but at least you can do it yourself :)

                          The Map trick does indeed work - already done it. And I don't need to display the map for it to work.

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                          • Willpowered
                            Willpowered Fuze Team last edited by

                            Yup, it should work without drawing, only the collideMap call is needed.

                            This was working at some point earlier on, but got adjusted later in such a way that it no longer worked, and by then all my test projects were using maps!

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                            • M
                              MikeDX @Willpowered last edited by MikeDX

                              @Willpowered said in Sprites - Help!:

                              As for post approval- @MikeDX Do you think you could make me a mod?

                              I can but that won't help you, as everyone no matter what has to have 10 reputation before they don't need posts approved

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                              • Willpowered
                                Willpowered Fuze Team last edited by

                                I've got 10 currently, so I think we're good! I can also help out with the approval queue.

                                M 1 Reply Last reply Reply Quote 0
                                • M
                                  MikeDX @Willpowered last edited by

                                  @Willpowered you've been global moderator for a long time!

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                                  • Willpowered
                                    Willpowered Fuze Team last edited by

                                    Okay, cool! Maybe I just had to refresh all this time... I think I've had the tab open for quite a while.

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                                    • M
                                      MikeDX last edited by

                                      apparently Martin made you mod and i thought you were already moderator 😃

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                                      • Martin
                                        Martin Fuze Team last edited by

                                        Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr!!!!!!!!!!!!!!!!!!!!!!!!!!!

                                        Ignore the visible "issue"

                                        If I overlook the == vs. = one more time I swear I'm going to need a new Switch by the time it's bounced off the wall.

                                        pianofire 1 Reply Last reply Reply Quote 2
                                        • Willpowered
                                          Willpowered Fuze Team last edited by

                                          I figured it was something like that!

                                          I've added you using my personal Switch. If you have any more code you'd like looked at, let me know!

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                                          • Willpowered
                                            Willpowered Fuze Team last edited by

                                            By the way, you should be able to use removeSprite(sprite) to remove sprites that you're done with.

                                            In Super Mega Arena Blaster I handle this by also creating a dummy sprite that symbolizes a free space.

                                            For example, here's some pseudocode:

                                            nullsprite = createSprite() // create a placeholder sprite
                                            
                                            array enemies[10]
                                            for i = 0 to len(enemies) loop
                                                // populate your enemies array here
                                            repeat
                                            
                                            // in your game loop...
                                            for i = 0 to len(enemies) loop
                                                if enemies[i] != nullsprite then
                                                    // do your enemy logic here
                                                    if collideSprite(enemies[i], player).exists then
                                                        removeSprite(enemies[i]) // delete the sprite...
                                                        enemies[i] = nullsprite // ...and set it to null
                                                    endif
                                                endif
                                            repeat
                                            

                                            Using a strategy like this, it's possible to make games with varying amounts of enemies / players / shots / etc. alive at any given time!

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