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    Following a path?

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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
                                    • 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
                                          • pianofire
                                            pianofire Fuze Team @SteveZX81 last edited by

                                            @SteveZX81 Hi Steve, so I haven't got to the bottom of this yet but one observation is that in the traceshoot function you are only ever setting the location of the pshot sprite (not the ones stored in the shots array) so they will always be starting from -100, 0. I guess that you probably need a shot counter that gets passed into here?

                                            1 Reply Last reply Reply Quote 0
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