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    Sprites - Help!

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    • 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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        • 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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