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    Following a path?

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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

                          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
                              • 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.

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

                                      @Martin The shots array is created like this (and yes)
                                      shots = []
                                      shotcnt = 0
                                      for i = 0 to 20 loop
                                      shots[i] = createsprite
                                      ..and then 3 lines for setting the sprite image, animation and scale followed by
                                      repeat

                                      The sprites do show up fine, but don't follow my traces (like the shared single trace code does)

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

                                        OK, that's fine - there is a known issue (IMO) if the sprites had been created a different way so I just wanted to check. As you were...

                                        1 Reply Last reply Reply Quote 1
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