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    Fuze shoot wip

    Work In Progress
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    • Jongjungbu
      Jongjungbu F last edited by

      Aren’t you already doing a collision check for when they make a hit, and destroying the target sprite? If they press fire and the result isn’t destroying the sprite that’s a miss.

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

        @Jongjungbu how would i track a non collision apart from the way im trying.
        i tried true/false switch but maybe i laid out the code wrong im not over invested in which way i do it so what ever seems best

        1 Reply Last reply Reply Quote 0
        • B
          Bl4ckM4ch1n3 last edited by

          So how are you tracking a hit? Do you check if the crosshair collides with the target sprite or are you actually "firing" a bullet sprite?

          waldron 1 Reply Last reply Reply Quote 1
          • waldron
            waldron F @Bl4ckM4ch1n3 last edited by waldron

            @Bl4ckM4ch1n3 the collision occurs when sprites detect each other and c.zr all in a "for loop"
            then outside of that i just have the if c.zr statement setup for non collisions, no bullet sprite

            1 Reply Last reply Reply Quote 0
            • B
              Bl4ckM4ch1n3 last edited by

              So you are using the detectSpriteCollision() function?
              You could wait for c.zr and then check for a collision between the crosshair and the target. If the result is negative, thats a miss.

              waldron B 2 Replies Last reply Reply Quote 1
              • waldron
                waldron F @Bl4ckM4ch1n3 last edited by waldron

                @Bl4ckM4ch1n3 yeah im using the detectSpriteCollision() function, just not 100% sure how i can code that.
                Currently iv bodged 2 offscreen sprites so when i press zr iv setspritespeed to then collide with the other which triggers the miss, if target hit iv done setspritelocation and speed 0 seems to work but bit to messy to track through out the build

                1 Reply Last reply Reply Quote 0
                • R
                  Richard F last edited by

                  I think you need to change the order a bit. First check for c.zr. If that's pressed check for the spirit collision. If they collide you've got a hit if not you've got a miss. And you don't check for the collision at all if the player isn't firing.

                  1 Reply Last reply Reply Quote 1
                  • B
                    Bl4ckM4ch1n3 @Bl4ckM4ch1n3 last edited by Bl4ckM4ch1n3

                    @waldron then try the method I've provided in my last post:

                    @Bl4ckM4ch1n3 said in Fuze shoot wip:

                    You could wait for c.zr and then check for a collision between the crosshair and the target. If the result is negative, thats a miss.

                    It's basically the same method as the one that @Richard has mentioned.

                    The following is not 100% accurate, since I haven't used F4NS in a while. But it should work this way:

                    if c.zr then
                        for i = 0 to len(targetArray) loop 
                            result = detectSpriteCollision(crosshair, targetX)
                            if result == true then
                                thats a hit!
                            else
                                thats a miss!
                        repeat
                    
                    R waldron 2 Replies Last reply Reply Quote 1
                    • R
                      Richard F @Bl4ckM4ch1n3 last edited by

                      @Bl4ckM4ch1n3 I re-read you post after I'd posted mine and thought I could have just said I agree with you.

                      1 Reply Last reply Reply Quote 0
                      • waldron
                        waldron F @Bl4ckM4ch1n3 last edited by waldron

                        @Bl4ckM4ch1n3 cheers il have to have another go at it later the button press and collision seem instantaneous il swap round some bits see if i can get a collision order sorted, as a fail safe i could just have a sprite over the screen with roundtime -= 5 and if target hit roundtime += 5 to cancel the miss fire.
                        seems like such a simple thing to do until you start trying to code it, for me anyway :)

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

                          i could just do away with misfires altogether but would be nice to track players accuracy either way il get it sorted and thankyou for your time

                          1 Reply Last reply Reply Quote 0
                          • B
                            Bl4ckM4ch1n3 last edited by

                            @waldron look at my last post again, I've provided some example-code. You can track the accuracy that way too!
                            Just increase a counter for every shot fired and a second counter for every hit. Then you'll be able to calculate the shot/hit-ratio.
                            You could even calculate the distance between the center of the crosshair and the center of the target-sprite to give different points:
                            Like +5 if you hit the center of the target and +1 if you hit it near the border.

                            waldron 1 Reply Last reply Reply Quote 2
                            • waldron
                              waldron F @Bl4ckM4ch1n3 last edited by

                              @Bl4ckM4ch1n3 excellent thank you i'l try this,yeah plan on using counters also for score. i like the idea of the extra score on accuracy i could put in the detect code if crosshair.x <= 5 ....
                              il give it a blast later cheers

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

                                Still not working unfortunately tried all sorts

                                1 Reply Last reply Reply Quote 0
                                • D
                                  DaddyJDM last edited by

                                  Start with @Bl4ckM4ch1n3 's code, but define a variable before the loop, say countHits.
                                  Then, inside your loop through the targets, add 1 to countHits if the shot hits the target.

                                  After the loop, check countHits - if it is zero, you know you have missed all targets.

                                  Is that helpful to try?

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

                                    @DaddyJDM solved now I shared the program and jongjungbu fixed it, just one of those days

                                    1 Reply Last reply Reply Quote 4
                                    • waldron
                                      waldron F last edited by

                                      some updates added in more targets, pterodactyl takes 5 hits to take down
                                      exploding ducks.
                                      since the video iv added in Title text which has a random colour on each play as well as the cross hair.

                                      1 Reply Last reply Reply Quote 5
                                      • waldron
                                        waldron F last edited by

                                        Still not got to the pinnacle of this game yet, just hope I can pull it off ..lots more to come

                                        1 Reply Last reply Reply Quote 8
                                        • PickleCatStars
                                          PickleCatStars F last edited by

                                          Coming along nicely :)

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

                                            Ducks, Dinosaurs and the Dead. What a combo!

                                            1 Reply Last reply Reply Quote 2
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