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    Following a path?

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    • 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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