Navigation

    Fuze Arena Logo
    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Help
    • Discord

    Some questions about collideSprites...

    Beginners
    8
    37
    1714
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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
                                          • waldron
                                            waldron F @vinicity last edited by

                                            @vinicity i only figured the sprite collision thing last week, before i was just using true/false didn't know you could link events triggers ect been a big 1 -UP for my code since

                                            vinicity 1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post