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    Some questions about collideSprites...

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    • 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

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                        • 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....

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                            • vinicity
                              vinicity F last edited by

                              That explains it!

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