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    Sprites - Help!

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    • 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.

      1 Reply Last reply Reply Quote 0
      • 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!

        1 Reply Last reply Reply Quote 1
        • 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

          1 Reply Last reply Reply Quote 0
          • 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!

              1 Reply Last reply Reply Quote 0
              • 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.

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

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

                  1 Reply Last reply Reply Quote 0
                  • 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!

                      1 Reply Last reply Reply Quote 0
                      • 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!

                        1 Reply Last reply Reply Quote 1
                        • 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

                          1 Reply Last reply Reply Quote 0
                          • 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
                            
                            1 Reply Last reply Reply Quote 0
                            • T
                              TheDearHunter F last edited by

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

                              1 Reply Last reply Reply Quote 0
                              • 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.

                                1 Reply Last reply Reply Quote 0
                                • 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

                                      1 Reply Last reply Reply Quote 0
                                      • 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!

                                          1 Reply Last reply Reply Quote 1
                                          • 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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