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    Following a path?

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    • 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

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            • 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.

                      1 Reply Last reply Reply Quote 0
                      • 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!

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

                                          Sorry but my brain is not firing on all cylinders today and I'm struggling to change the code from a single path (one shot fired) to multiple ones at the same time (several shots fired)

                                          Here is the code for the single one and it works perfectly
                                          one.png

                                          This is my last effort at doing multiple ones via a loop
                                          multi.png
                                          Which does not work at all, everything goes crazy.

                                          I'm obviously missing something here, if someone could give me a hint it would be great. thanks!

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

                                            It is difficult to say without seeing more of the code and knowing what the intention was e.g what are the initial values of index and counter?

                                            Just a minor observation but the array is called rpeats and not repeats is it?

                                            1 Reply Last reply Reply Quote 1
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