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    Some questions about collideSprites...

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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...

      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
          • 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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                    • waldron
                      waldron F last edited by waldron

                      then if collide1 then//it already reads the collision between sprites because of the collidesprites function, the collide1 is just calling it

                      im guessing if you don't call if it exists then its at its default ??
                      il have to check when im home but works

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                      • vinicity
                        vinicity F last edited by

                        Are you saying that once you have called collideSprites() once, you can then test the resulting struct multiple times, and that it will update depending on whether the collision has occurred or not? So the collideSprites() call does need to be inside the game loop?

                        I must test this tonight, but I think it sounds a bit strange...

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

                          @vinicity i have it in my main loop yes, il double check also when home but works. i use it to collect sprites move sprites all sorts

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                          • pianofire
                            pianofire Fuze Team last edited by

                            I am also confused by this collidesprites returns a struct. If I treat it as a condition (bool) it seems to always be true. Interestingly if I try to negate it using ! I get an error. Are you sure that this works?

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

                              @pianofire ok so i shouldn't write code without seeing it, i have
                              for i = 0 to len(sprite) loop
                              collide1 = detectspritecollision (sprite,coins[i])
                              if collide1 then
                              (stuff)
                              endif
                              repeat

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

                                For checking if it's true I always just use detectspritecollision(spr1,spr2). All it returns is a true or false statement

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                                • waldron
                                  waldron F last edited by

                                  i missed that part detect....

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

                                    That explains it!

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