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    Following a path?

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    • 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

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            • 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

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                                  • 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?

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                                      • SteveZX81
                                        SteveZX81 F last edited by

                                        in that version of the code yes. in all the attempts I've made to make multiple shots, I have changed all the pshot entries to shots[shotcnt]. but alas no joy.
                                        don't worry about it, it was just a silly game idea anyway ;)

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

                                          how are you creating the shots array? and does it by anychance have createSprite() inside the array ?

                                          1 Reply Last reply Reply Quote 1
                                          • pianofire
                                            pianofire Fuze Team @SteveZX81 last edited by

                                            @SteveZX81 Ok no problem. I think that the idea has potential. If I get some more time I might have another look.

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