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    Some questions about collideSprites...

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    • 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.

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        • 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

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                        • 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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                              • 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
                                  • vinicity
                                    vinicity F @waldron last edited by

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

                                    @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

                                    Link events triggers? That sounds interesting. Care to elaborate a bit?

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

                                      @vinicity
                                      collide1 = collidesprites(sprite.plr,sprite.boss)
                                      collide2 = collidesprites(sprite.plr,sprite.door)
                                      if collide1 or collide2 then
                                      (stuff happens)
                                      endif

                                      you can also add in stuff like boss health and have triggers on his/her health level. then you got else statements ect.

                                      i only figured this after playing Steve's Row ya boat :) cheers Steve

                                      i can add to this later

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

                                        in Fact il cover it in my next video tutorial, iv sorted the quality in my last test so youl be able to actually see the code :) il cover sprite collisions and triggers wrapped in a simple boss fight program. il aim for next week to make and release it

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                                        • vinicity
                                          vinicity F @waldron last edited by

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

                                          @vinicity
                                          collide1 = collidesprites(sprite.plr,sprite.boss)
                                          collide2 = collidesprites(sprite.plr,sprite.boss)
                                          if collide1 or collide2 then
                                          (stuff happens)
                                          endif

                                          you can also add in stuff like boss health and have triggers on his/her health level. then you got else statements ect.

                                          i only figured this after playing Steve's Row ya boat :) cheers Steve

                                          But how does that even work? collide1 and collide2 are not booleans (or actually integers; I know Fuze does not have proper bools), but structs? How can you test a struct in an if clause just like that?

                                          I would have thought you would need something like:

                                          collide1 = collidesprites(sprite.plr,sprite.boss)
                                          collide2 = collidesprites(sprite.plr,sprite.boss)
                                          if collide1.exists or collide2.exists then
                                          (stuff happens)
                                          endif

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

                                            @vinicity sorry the second collision is supposed to be sprite. plr , sprite.door)

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