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    Sprites - Help!

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    • Willpowered
      Willpowered Fuze Team last edited by

      By the way, you should be able to use removeSprite(sprite) to remove sprites that you're done with.

      In Super Mega Arena Blaster I handle this by also creating a dummy sprite that symbolizes a free space.

      For example, here's some pseudocode:

      nullsprite = createSprite() // create a placeholder sprite
      
      array enemies[10]
      for i = 0 to len(enemies) loop
          // populate your enemies array here
      repeat
      
      // in your game loop...
      for i = 0 to len(enemies) loop
          if enemies[i] != nullsprite then
              // do your enemy logic here
              if collideSprite(enemies[i], player).exists then
                  removeSprite(enemies[i]) // delete the sprite...
                  enemies[i] = nullsprite // ...and set it to null
              endif
          endif
      repeat
      

      Using a strategy like this, it's possible to make games with varying amounts of enemies / players / shots / etc. alive at any given time!

      1 Reply Last reply Reply Quote 1
      • T
        TheDearHunter F last edited by

        Could you post an example of how you are using collideMap to get detectSpriteCollision to work? I am also running into this issue where detection doesnt work if the collision shapes are hidden. Thanks

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        • Willpowered
          Willpowered Fuze Team last edited by

          Sure thing! First, you'll need to create an empty map using the map editor. Then in your code you'll need to load it with loadMap(map_name) and call collideMap(my_sprite) to refresh the collision data.

          Here's how I would update the swimmer collision example earlier in this thread to work around the problem:

          map = loadMap("test") // Load an empty map created with the map editor.
          
          img = loadImage("Untied Games/Swimmer A")
          
          spr1 = createSprite()
          setSpriteImage(spr1, img)
          setSpriteAnimation(spr1, 14, 27, 10)
          setSpriteCollisionShape(spr1, SHAPE_CIRCLE, 100, 100, 0)
          spr1.x = 1920 / 4
          spr1.x_speed = -100
          
          spr2 = createSprite()
          setSpriteImage(spr2, img)
          setSpriteAnimation(spr2, 14, 27, 10)
          setSpriteCollisionShape(spr2, SHAPE_CIRCLE, 100, 100, 0)
          spr2.x = -1920 / 4
          spr2.x_speed = 100
          spr2.xscale = -1
          
          setSpriteCamera(0, 0, 4)
          centerSpriteCamera(0, 0)
          
          while true loop
              
              clear(0, 0, 0, 0)
          
              // Colliding these sprites with an empty map will not affect them, but it will properly refresh their collision data.
              collideMap(spr1)
              collideMap(spr2)
              
              result = collideSprites(spr1, spr2)
              if result.exists then
                  spr2.visible = false
              endif
              
              updateSprites()
              drawSprites()
              update()
              
          repeat
          
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          • T
            TheDearHunter F last edited by

            Ah i was only calling collideMap once and not in my game loop. This helped, thank you!

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            • Willpowered
              Willpowered Fuze Team last edited by

              Nice, glad you got it working! When I have an ETA on when the fix for this issue can be deployed, I'll let everyone know.

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              • sys64738
                sys64738 F last edited by

                I have a question about sprite animation.

                I have a sprite that is animating through frames correctly when idling.

                When I detect control input say c.right I set the sprite animation to the corresponding right direction frames. And set the location. The sprite is moving to the right but no longer animates until I stop pressing c.right. I assume each time I update the sprite location it's resetting the animation to it's first frame.

                I've looked at example code and can't spot what I am doing wrong.

                Discostew 1 Reply Last reply Reply Quote 0
                • Discostew
                  Discostew F @sys64738 last edited by

                  @sys64738 the resetting of the animation is more likely from assigning the frame when detecting the key press.

                  sys64738 1 Reply Last reply Reply Quote 1
                  • sys64738
                    sys64738 F @Discostew last edited by

                    @Discostew yeah that's it. Trying to figure out best way to stop it retriggering. Guess a Boolean switch will do for now

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                    • pianofire
                      pianofire Fuze Team @Martin last edited by pianofire

                      @Martin == vs = is the oldest trap in the book! Some compilers now warn you about this one

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                      • Martin
                        Martin Fuze Team last edited by

                        I don’t know why my brain just assumes because it’s basic, it’s should be a single = and somehow magically know the difference!

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                        • sys64738
                          sys64738 F last edited by sys64738

                          Was this ever resolved. Just got collisions working in my latest project and then turned off show collision boxes. And well here I am with same problem as Martin.

                          Edit have loaded an empty map as above. And added

                          
                          for x = 0 to 10 loop
                          collidemap(bubblesprite[x])
                          Collide = detectspritecollision(subsprite,bubblesprite[x])
                          

                          And it works very occasionly for a bit then doesn't

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                          • Martin
                            Martin Fuze Team last edited by Martin

                            I am told that it is resolved in the next patch that has been submitted for review.

                            It works 100% of the time for me when using what you have done. I do also collide subsprite with the map as well however. Maybe try that?

                            sys64738 1 Reply Last reply Reply Quote 1
                            • sys64738
                              sys64738 F @Martin last edited by

                              @Martin oh brilliant that was the problem, I didn't collidemap the sub, so obvious in hindsight! thank you!

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