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    Following a path?

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    • 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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