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    Map Collision woes

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    • pianofire
      pianofire Fuze Team @Spacemario last edited by pianofire

      @Spacemario The sprite engine allows properties to be read or written either directly or via getters/setters so you can do

      setSpriteRotation( sprite, angle )
      

      or

      sprite.rotation = angle
      

      See https://fuzearena.com/help/view/setSpriteRotation

      You can even add your own properties e.g.

      sprite.hitpoints = 100
      
      Spacemario Zero Division 2 Replies Last reply Reply Quote 1
      • pianofire
        pianofire Fuze Team last edited by

        @SteveZX81 Sorry Steve we are not answering your question. I think that this might be one for @Dave

        SteveZX81 1 Reply Last reply Reply Quote 0
        • SteveZX81
          SteveZX81 F @Spacemario last edited by SteveZX81

          @Spacemario said in Map Collision woes:

          @SteveZX81 How did you handle the movement forwards and backwards with arbitrary angled turning? I literally just hit that problem, then I saw this video and said "Steve has already accomplished it" :) Do I need fancy maths to manually calculate the sprite X and Y speeds, or is there a command which handles it?

          The wall thing is weird, almost like it's either "polling" for the collision at a not-every-frame rate-- then in one of those gappish "windows" the tank flies forward-- or, the tank is still "moving" in your code, but the map collision is only temporarily disabling the drawing of the sprite.

          You're way ahead of me. I plan to implement my first map in the coming days, so I may have more ideas then.

          Hello, tbh the movement code is not mine (I am useless at maths and to this day I do not understand things like sin and cos. it's all Martian to me)

          The movement code is like this, first it gets the players angle with
          r = getspriterotation(player.spr)
          then its moved with this line (that I don't understand if I'm honest)
          player.pos += {sin(r),-cos(r)}*3
          setspritelocation(player.spr,player.pos)

          Not sure if that helps you but its what my game uses right now.

          Spacemario 1 Reply Last reply Reply Quote 0
          • SteveZX81
            SteveZX81 F @pianofire last edited by

            @pianofire said in Map Collision woes:

            @SteveZX81 Sorry Steve we are not answering your question. I think that this might be one for @Dave

            No probs, Martin came to my aid (again) and fixed it for me last night. (he said it's not working 100% but it seems great to me and 1000% better than what it was before)

            1 Reply Last reply Reply Quote 3
            • Dave
              Dave Fuze Team last edited by

              Awesome job, @Martin! Steve apologies I wasn't there to help last night.

              1 Reply Last reply Reply Quote 1
              • Spacemario
                Spacemario F @SteveZX81 last edited by

                Hello, tbh the movement code is not mine (I am useless at maths and to this day I do not understand things like sin and cos. it's all Martian to me)

                Hah, I was just telling my wife the same thing yesterday! "Boy do I suck at math, I don't even know what cos and sin do!" Glad I'm not alone :D

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

                  @pianofire This is great, thanks! I'm going to do some refactoring tonight; I really like the idea of self-containing all of my player-related properties like this.

                  1 Reply Last reply Reply Quote 0
                  • Zero Division
                    Zero Division @pianofire last edited by

                    @pianofire Whao. I can add properties to sprites? Can I add properties to other kinds of variables? Like...

                    x = 3
                    x.meta = "foo bar baz"

                    I've seen stunningly beautiful things done with properties that work like this in both Lisp and Smalltalk. Being able to use any object as a namespace could prove stunningly useful in a state machine I'm building currently (though I've decided to wait for the next patch before continuing) because it has a bunch of unfortunately global variables. It's also code that's meant to be pasted into other people's projects, so it would be a real boon to put them all in a variable "globals." E.g.

                    globals = "A set of globals for Casey's state machine."
                    globals.currentPosition = 0
                    globals.lookAhead = 1
                    globals.etc = "etcetera"

                    Is there a way to get a list of the properties an object has at runtime? E.g. getProperties(globals) -> [.currentPosition = 0, .lookAhead = 1, .etc = "etcetera" ], or even just [ "currentPosition", "lookAhead", "etc" ] would do the trick.

                    pianofire 1 Reply Last reply Reply Quote 0
                    • pianofire
                      pianofire Fuze Team @Zero Division last edited by

                      @Zero-Division Afraid not. This is currently just a feature of the sprite engine. I suppose you could use a sprite to hold your global variables!. I am not sure on the limits of it either: whether it is just simple types or arrays/structs. I will have to check.

                      Zero Division 1 Reply Last reply Reply Quote 0
                      • Zero Division
                        Zero Division @pianofire last edited by

                        @pianofire said in Map Collision woes:

                        @Zero-Division Afraid not. This is currently just a feature of the sprite engine. I suppose you could use a sprite to hold your global variables!. I am not sure on the limits of it either: whether it is just simple types or arrays/structs. I will have to check.

                        I suppose the way to do what I want is to use a struct then. It can be very powerful to associate arbitrary properties to arbitrary objects, though. Combined with lambdas, we'd get to OOP pretty fast this way.

                        1 Reply Last reply Reply Quote 1
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