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    Following a path?

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    • 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.

                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
                                      • Jaywalker
                                        Jaywalker Donator last edited by

                                        Just make sure, that your values will take over into the next shot, when you set them, so for example stop will always be true once it was true for the first time in your loop

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

                                          @SteveZX81 share your code Steve and I will take a look

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

                                            @pianofire okay its shared (named chip) as the code stands it shoots single shots which work fine
                                            dpad to change selection and press 'Y' to shoot.

                                            of course when there is one shot on the move and you press fire, that shot vanishes and your new one replaces it. that's why I wanted to add more (up to say 20)

                                            There is no need to fix this but if you wish to look at the code as it is, its there.

                                            pianofire 1 Reply Last reply Reply Quote 1
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