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    Some questions about collideSprites...

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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.

          1 Reply Last reply Reply Quote 0
          • 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.

                  1 Reply Last reply Reply Quote 1
                  • 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!

                                1 Reply Last reply Reply Quote 0
                                • 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...

                                  1 Reply Last reply Reply Quote 0
                                  • 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!

                                      1 Reply Last reply Reply Quote 4
                                      • 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!

                                        1 Reply Last reply Reply Quote 0
                                        • 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...

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

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

                                            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 }

                                            It would be nice if the collideSprites() help page could be updated with the info above, since the info that is there now is not really helpful. I know you guys are super busy, but this is just a friendly reminder so you do not forget it!

                                            waldron 1 Reply Last reply Reply Quote 0
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