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    Some questions about collideSprites...

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    • vinicity
      vinicity F last edited by

      Yeah, I did som more experimenting, and it seems like the resulting vectors are actually called c.resolution_a and c.resolution_b. They seems to contain non-zero values as long as the collision is happening, and then go back to zero when the sprites no longer touch. I am not entirely sure how to use them though, but I am thinking maybe to implement some sort of bounce effect?

      Because that is another thing that puzzles me a bit: there does not seem to be any way to control how "elastic" the collision is? The sprites sort of scrape along each other's edges, and then continue in the direction they had before. What if you want a more rubber-like behavior where the sprites bounce off each other before continuing? How would you accomplish that?

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      • G
        gilman last edited by

        Maybe you could apply some logic based on the speed of the colliding sprites. You could check what the vectors are - I suspect they may have some directional information - then reverse the speed to some degree depending on how fast the sprites are moving at the time.

        There is a map collision tutorial in Fuze that I dont remember the name of at the moment that has examples of balls bouncing off the map and bouncing off each other that you might be able to learn from.

        1 Reply Last reply Reply Quote 1
        • vinicity
          vinicity F last edited by

          Thanks! I'll check it out!

          Do you have any idea why c.a and c.b are returned from the function? Are they ever anything else than the two sprites supplied when calling the function?

          M 1 Reply Last reply Reply Quote 0
          • M
            Maxwello F @vinicity last edited by

            @vinicity I think it's more a case of,
            The function checks to see if 2 things are colliding. So what it returns is the position of those 2 things. Sprite a and b.. Or piggy one and piggy two if that is preferred. You just need a name to store it within.
            That's what I think that is anyway.

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            • Dave
              Dave Fuze Team last edited by Dave

              You've actually caught Fuze at a bad time with that particular function page. There are errors on that page which really hurt.

              I'll post here what is going to be included in an upcoming update to the help. This is what collideSprites() does:

              collideSprites()

              Description
              Determine if two sprites have collided and optionally resolve the effect of the collision on their movement

              Syntax

              c = collideSprites( spriteA, spriteB )
              
              c = collideSprites( spriteA, spriteB, resolve1, resolve2 )
              

              Arguments

              spriteA
              Handle - Variable which stores the first sprite in the collision

              spriteB
              Handle - Variable which stores the second sprite in the collision

              resolve1
              Integer - True (1) if the first sprite can be moved by the collision, false (0) if not

              resolve2
              Integer - True (1) if the second sprite can be moved by the collision, false (0) if not

              c
              Array - List of structures detailing collision data. Properties listed below

              c.exists
              Integer - True (1) if collision occurred, false (0) if not

              c.a
              Handle - Variable which stores the first sprite in the collision

              c.b
              Handle - Variable which stores the second sprite in the collision

              c.resolution_a
              Vector - How sprite A was pushed during the collision { x, y }

              c.resolution_b
              Vector - How sprite B was pushed during the collision { x, y }

              vinicity 1 Reply Last reply Reply Quote 2
              • vinicity
                vinicity F last edited by

                Thanks a lot!
                Much more helpful than the current help page...

                Dave 1 Reply Last reply Reply Quote 1
                • vinicity
                  vinicity F last edited by

                  And just to confirm, c.a holds the same sprite as spriteA, and same for c.b and spriteB? This is just to make it convenient when processing the results?

                  Dave 1 Reply Last reply Reply Quote 0
                  • Dave
                    Dave Fuze Team @vinicity last edited by

                    @vinicity It'll be updated soon. In fact, I can tell you that a lot of big improvements to the help pages formatting and readability will be coming too :)

                    Until then, the incredible people on this website will put you right, I'm sure!

                    I'd also be happy to look at your specific case in detail.

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                    • Dave
                      Dave Fuze Team @vinicity last edited by

                      @vinicity That is correct.

                      1 Reply Last reply Reply Quote 1
                      • vinicity
                        vinicity F last edited by

                        Thank you very much! Looking forward to the updated documentation!

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

                          This post is deleted!
                          vinicity 1 Reply Last reply Reply Quote 1
                          • vinicity
                            vinicity F last edited by vinicity

                            I did some more experimenting and it turns out that the c.resolution vectors are quite useful for implementing sprite bounce. I just normalized the vector and multiplied it with the desired velocity.

                            In my main loop I have two nestled for loops in order to monitor each possible collision with any two ships. So the collideSprite method is called 2450 times for each update(). For 50 ships this is pretty smooth, but if I increase the number of ships further, slowdown occurs... Kind of interesting.

                            Feel free to check out my little demo of 50 bouncing spaceships!
                            ID: NBYUXMND5C

                            1 Reply Last reply Reply Quote 3
                            • vinicity
                              vinicity F @DomDom last edited by

                              @DomDom said in Some questions about collideSprites...:

                              Collisions have 2 phases. Detection and Response. On first inspection, the collisionsprite function looks like it handles detection and provides the necessary info (in the form of the vectors you're talking about) to enable the programmer to implement the response as he sees fit. This would imply that you need to set the resultant velocities yourself.

                              Thanks, I gave it a try!

                              DomDom 1 Reply Last reply Reply Quote 0
                              • DomDom
                                DomDom F @vinicity last edited by

                                This post is deleted!
                                vinicity 1 Reply Last reply Reply Quote 1
                                • vinicity
                                  vinicity F @DomDom last edited by

                                  @DomDom said in Some questions about collideSprites...:

                                  @vinicity Hope it helped.
                                  By the way, checking collisions between 50 ships would only need 1250 checks if each ship only tests for collisions with the ships that are after it in a list.
                                  Eg. something like
                                  for sA=0 to Len(shipslist)-1
                                  for sB= sA+1 to Len(shipslist)
                                  C= checkcollisions(sA,sB)
                                  Repeat
                                  Repeat

                                  Something else that might speed things up is to do a simple proximity check before the collision check.

                                  Great point! I did not think of that, but in my defence I was kind of tired last night when I did the programming. Thanks!

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                                  • vinicity
                                    vinicity F last edited by

                                    So I made a few changes and optimizations, and cleaned up the code. Fifty bouncing ships makes for a nice screensaver...

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                                    • vinicity
                                      vinicity F last edited by

                                      I just shared a new version of my 50 bouncing ships demo. Cleaned up the code, added some optimizations to make it run smoother. Also made sure that ships that disappears at one edge are moved over to the other.

                                      ID: NBYUXMND5C

                                      1 Reply Last reply Reply Quote 1
                                      • vinicity
                                        vinicity F last edited by

                                        After some tweaking and with a proximity check in place, I managed to get 92 ships bouncing around without dropping from 60 fps! Success!

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                                        • Dave
                                          Dave Fuze Team last edited by

                                          Awesome job @vinicity !

                                          I'm glad to hear the info was helpful. Looking forward to seeing what you make in the future!

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                                          • vinicity
                                            vinicity F last edited by

                                            Thanks! I am actually turning this into a game. I'll keep you posted once I got something new to show...

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