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    Following a path?

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    • LinkCraft
      LinkCraft F last edited by

      Ya the more I think about it the more confused I get so just listen to @MikeDX

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

        The trouble is @SteveZX81 given the hint from Mike there, sure, I can think of a way to do this. I would have to work it out but you are going to just say it's too complicated because it involves maths.

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

          @Martin said in Following a path?:

          The trouble is @SteveZX81 given the hint from Mike there, sure, I can think of a way to do this. I would have to work it out but you are going to just say it's too complicated because it involves maths.

          Sorry mate but you're right. Maths and I fell out in the mid 1970's and have never seen eye to eye since.

          1 Reply Last reply Reply Quote 0
          • D
            doumdoum F last edited by

            Inspired by Logo or Amal in Amos :
            I use 3 arrays to store variations in the path (speeds, angles and rpeats)
            rpeats[] is the delay before next movement.
            The UpdatePath function changes speed and rotation of the sprite when the counter reaches 0.
            And UpdateSprites() does all the job for us.
            FuzePath.jpg
            Can be improved with SetSpriteRotationSpeed().

            1 Reply Last reply Reply Quote 4
            • SteveZX81
              SteveZX81 F last edited by

              I actually got it working (but in the most horrendous and cringeworthy way possible) but yours is superb!

              1 Reply Last reply Reply Quote 1
              • M
                Maxwello F last edited by

                Ah, that's fab and even I can see exactly what's going on with that

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

                  Thats basically a nice implementation of what I was talking to you about earlier. And I swear I had not read that then !

                  You can ignore the 45 degree if you want, but why limit yourself? Add more angles!

                  1 Reply Last reply Reply Quote 1
                  • D
                    doumdoum F last edited by

                    For a galaxian or galaga like path, you can use SetSpriteRotationSpeed() instead of SetSpriteRotation().
                    Simply use small angles between -4.0 and 4.0.
                    If you feel adventurous, use Structures or Vectors.

                    I didn't see a SetSpriteAcceleration() command in the doc.
                    It would be very usefull for smooth movements as in supersprint ...

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

                      A little peek at what I'm doing. I have something following one trace right now.

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

                        @SteveZX81
                        I can't see it is there a video?

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

                          yes its a small 9 second clip. not sure why it's not working for you.

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                          • xevdev
                            xevdev F last edited by

                            It's on twitter I see it now

                            1 Reply Last reply Reply Quote 0
                            • xevdev
                              xevdev F last edited by

                              I should say I can't see it here though

                              1 Reply Last reply Reply Quote 0
                              • xevdev
                                xevdev F last edited by

                                Yep I can see it thanks
                                I once used a string to do a galaga type game for the aliens
                                "llrrffss etc
                                Each letter was
                                L = turn left 5 deg
                                R = turn right 5 deg
                                F = go straight
                                S = anything you want as in any letter could have a response _ fire or change response
                                So like above just scrolled through the string and adjusted the sprite accordingly
                                In your case as your only following a predefined path probably could reverse it to draw path that you are following.
                                Using 90 deg but
                                I found it was faster to type into a string than put in numbers and play animation

                                1 Reply Last reply Reply Quote 1
                                • D
                                  doumdoum F last edited by

                                  Yes, it's tedious to type numbers.
                                  Here's what you can do with only 6 numbers in arrays :
                                  FuzePathScreenShot.jpg
                                  And the code :
                                  FuzePathCode1.jpg
                                  FuzePathCode2.jpg

                                  1 Reply Last reply Reply Quote 3
                                  • M
                                    MikeDX last edited by

                                    If you share that project I will paste the code in here as text for you :)

                                    1 Reply Last reply Reply Quote 0
                                    • D
                                      doumdoum F last edited by

                                      Just shared it.

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

                                        That's really helpful, thank you so much doumdoum!

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

                                          A more copy paste friendly version for you:

                                          // Simple path with arrays in Fuze for Nintendo Switch
                                          // by doumdoum
                                          radians( 0 )  
                                          image = loadImage( "Untied Games/Enemy small top C", false )
                                          ship = createSprite()
                                          SetSpriteImage( ship, image )
                                          SetSpriteLocation( ship, -64, 170 )
                                          SetSpriteScale( ship, 1, 1 )
                                          SetSpriteRotation( ship, 1 )
                                          
                                          // 3 arrays to store your path
                                          speeds = [  400, 400 ]  // Speed of Movements
                                          turns  = [ -4.0,-0.5 ]  // Angles variations in degrees
                                          rpeats = [   90,  45 ]  // Iterations
                                          
                                          completedPaths = 0 // nb of completed paths   
                                          index   = -1       // Index in arrays
                                          counter =  0       // iterations to do for each movement
                                          currentAngle = 70 
                                          
                                          ResetPath()
                                          UpdatePath()
                                          
                                          Loop
                                          	// comment these next 4 lines to keep the path  
                                              Clear()
                                          	PrintAt( 1, 1, "counter    " ,counter )
                                          	PrintAt( 1, 2, "compleded  " , completedPaths )
                                          	PrintAt( 1, 3, "Move index ", index, "  angle ", currentAngle )
                                          	PrintAt( 1, 4, "Speed      ", speeds[index], "  Sprite rotation ", GetSpriteRotation( ship ) )
                                          	
                                          	UpdatePath()
                                          	UpdateSprites()
                                              DrawSprites()
                                              Update()
                                          Repeat
                                          
                                          
                                          Function ResetPath()
                                          // call this function when launching a ship
                                          	completedPaths = 0  // nb of completed paths   	
                                          	index          = -1 // Index in arrays
                                          	counter        =  0 // iterations to do for each movement
                                          	currentAngle   = 70 
                                          	SetSpriteLocation( ship, -32, 170 )
                                          	SetSpriteScale( ship, 1, 1 )
                                          	SetSpriteRotation( ship, 1 )
                                          	SetSpriteRotation( ship, currentAngle )
                                          Return Void  
                                          
                                          
                                          Function UpdatePath()
                                          // call this function every frame
                                          	counter -= 1
                                          	If counter<=0 Then
                                          		index += 1          // next movement
                                          		If index>len(speeds)-1 Then 
                                          			index = 0
                                          			completedPaths += 1 // count the paths completed or initied
                                          		Endif  
                                          		counter = rpeats[index]		
                                          	Endif
                                          
                                          	//currentAngle = currentAngle + turns[index]
                                          	currentAngle = Cycle( currentAngle, 0.0, 360.0, turns[index] )
                                          
                                          	SetSpriteRotation( ship, currentAngle-90 ) // -90 to correct sprite design 
                                          	dx = cos( currentAngle ) * speeds[index] 
                                          	dy = sin( currentAngle ) * speeds[index]
                                          	SetSpriteSpeed( ship, dx, dy )	
                                          
                                          	If completedPaths>=6 Then
                                          		// reset sprite position and path
                                          		ResetPath()
                                          	Endif 
                                          
                                          Return Void
                                          
                                          
                                          Function Cycle( lvalue, lstart, lend, lstep )
                                          // Cycle a value between lstart and lend, by adding lstep 
                                          	lvalue += lstep
                                          	If lvalue>=lend Then
                                          		lvalue = lvalue - (lend - lstart)
                                          	Else
                                          		If lvalue<=lstart Then		 
                                          			lvalue = lvalue + (lend - lstart)
                                          		Endif
                                          	Endif	
                                          Return lvalue 
                                          
                                          
                                          
                                          1 Reply Last reply Reply Quote 2
                                          • SteveZX81
                                            SteveZX81 F last edited by

                                            Thanks for all the help guys! I now have my shots (just one currently) following the traces just fine!

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