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    Following a path?

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    • Martin
      Martin Fuze Team last edited by

      The trouble is @SteveZX81 given the hint from Mike there, sure, I can think of a way to do this. I would have to work it out but you are going to just say it's too complicated because it involves maths.

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

        @Martin said in Following a path?:

        The trouble is @SteveZX81 given the hint from Mike there, sure, I can think of a way to do this. I would have to work it out but you are going to just say it's too complicated because it involves maths.

        Sorry mate but you're right. Maths and I fell out in the mid 1970's and have never seen eye to eye since.

        1 Reply Last reply Reply Quote 0
        • D
          doumdoum F last edited by

          Inspired by Logo or Amal in Amos :
          I use 3 arrays to store variations in the path (speeds, angles and rpeats)
          rpeats[] is the delay before next movement.
          The UpdatePath function changes speed and rotation of the sprite when the counter reaches 0.
          And UpdateSprites() does all the job for us.
          FuzePath.jpg
          Can be improved with SetSpriteRotationSpeed().

          1 Reply Last reply Reply Quote 4
          • SteveZX81
            SteveZX81 F last edited by

            I actually got it working (but in the most horrendous and cringeworthy way possible) but yours is superb!

            1 Reply Last reply Reply Quote 1
            • M
              Maxwello F last edited by

              Ah, that's fab and even I can see exactly what's going on with that

              1 Reply Last reply Reply Quote 0
              • Martin
                Martin Fuze Team last edited by

                Thats basically a nice implementation of what I was talking to you about earlier. And I swear I had not read that then !

                You can ignore the 45 degree if you want, but why limit yourself? Add more angles!

                1 Reply Last reply Reply Quote 1
                • D
                  doumdoum F last edited by

                  For a galaxian or galaga like path, you can use SetSpriteRotationSpeed() instead of SetSpriteRotation().
                  Simply use small angles between -4.0 and 4.0.
                  If you feel adventurous, use Structures or Vectors.

                  I didn't see a SetSpriteAcceleration() command in the doc.
                  It would be very usefull for smooth movements as in supersprint ...

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

                    A little peek at what I'm doing. I have something following one trace right now.

                    xevdev 1 Reply Last reply Reply Quote 2
                    • xevdev
                      xevdev F @SteveZX81 last edited by

                      @SteveZX81
                      I can't see it is there a video?

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

                        yes its a small 9 second clip. not sure why it's not working for you.

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

                          It's on twitter I see it now

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

                            I should say I can't see it here though

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

                              Yep I can see it thanks
                              I once used a string to do a galaga type game for the aliens
                              "llrrffss etc
                              Each letter was
                              L = turn left 5 deg
                              R = turn right 5 deg
                              F = go straight
                              S = anything you want as in any letter could have a response _ fire or change response
                              So like above just scrolled through the string and adjusted the sprite accordingly
                              In your case as your only following a predefined path probably could reverse it to draw path that you are following.
                              Using 90 deg but
                              I found it was faster to type into a string than put in numbers and play animation

                              1 Reply Last reply Reply Quote 1
                              • D
                                doumdoum F last edited by

                                Yes, it's tedious to type numbers.
                                Here's what you can do with only 6 numbers in arrays :
                                FuzePathScreenShot.jpg
                                And the code :
                                FuzePathCode1.jpg
                                FuzePathCode2.jpg

                                1 Reply Last reply Reply Quote 3
                                • M
                                  MikeDX last edited by

                                  If you share that project I will paste the code in here as text for you :)

                                  1 Reply Last reply Reply Quote 0
                                  • D
                                    doumdoum F last edited by

                                    Just shared it.

                                    1 Reply Last reply Reply Quote 2
                                    • SteveZX81
                                      SteveZX81 F last edited by

                                      That's really helpful, thank you so much doumdoum!

                                      1 Reply Last reply Reply Quote 0
                                      • M
                                        MikeDX last edited by

                                        A more copy paste friendly version for you:

                                        // Simple path with arrays in Fuze for Nintendo Switch
                                        // by doumdoum
                                        radians( 0 )  
                                        image = loadImage( "Untied Games/Enemy small top C", false )
                                        ship = createSprite()
                                        SetSpriteImage( ship, image )
                                        SetSpriteLocation( ship, -64, 170 )
                                        SetSpriteScale( ship, 1, 1 )
                                        SetSpriteRotation( ship, 1 )
                                        
                                        // 3 arrays to store your path
                                        speeds = [  400, 400 ]  // Speed of Movements
                                        turns  = [ -4.0,-0.5 ]  // Angles variations in degrees
                                        rpeats = [   90,  45 ]  // Iterations
                                        
                                        completedPaths = 0 // nb of completed paths   
                                        index   = -1       // Index in arrays
                                        counter =  0       // iterations to do for each movement
                                        currentAngle = 70 
                                        
                                        ResetPath()
                                        UpdatePath()
                                        
                                        Loop
                                        	// comment these next 4 lines to keep the path  
                                            Clear()
                                        	PrintAt( 1, 1, "counter    " ,counter )
                                        	PrintAt( 1, 2, "compleded  " , completedPaths )
                                        	PrintAt( 1, 3, "Move index ", index, "  angle ", currentAngle )
                                        	PrintAt( 1, 4, "Speed      ", speeds[index], "  Sprite rotation ", GetSpriteRotation( ship ) )
                                        	
                                        	UpdatePath()
                                        	UpdateSprites()
                                            DrawSprites()
                                            Update()
                                        Repeat
                                        
                                        
                                        Function ResetPath()
                                        // call this function when launching a ship
                                        	completedPaths = 0  // nb of completed paths   	
                                        	index          = -1 // Index in arrays
                                        	counter        =  0 // iterations to do for each movement
                                        	currentAngle   = 70 
                                        	SetSpriteLocation( ship, -32, 170 )
                                        	SetSpriteScale( ship, 1, 1 )
                                        	SetSpriteRotation( ship, 1 )
                                        	SetSpriteRotation( ship, currentAngle )
                                        Return Void  
                                        
                                        
                                        Function UpdatePath()
                                        // call this function every frame
                                        	counter -= 1
                                        	If counter<=0 Then
                                        		index += 1          // next movement
                                        		If index>len(speeds)-1 Then 
                                        			index = 0
                                        			completedPaths += 1 // count the paths completed or initied
                                        		Endif  
                                        		counter = rpeats[index]		
                                        	Endif
                                        
                                        	//currentAngle = currentAngle + turns[index]
                                        	currentAngle = Cycle( currentAngle, 0.0, 360.0, turns[index] )
                                        
                                        	SetSpriteRotation( ship, currentAngle-90 ) // -90 to correct sprite design 
                                        	dx = cos( currentAngle ) * speeds[index] 
                                        	dy = sin( currentAngle ) * speeds[index]
                                        	SetSpriteSpeed( ship, dx, dy )	
                                        
                                        	If completedPaths>=6 Then
                                        		// reset sprite position and path
                                        		ResetPath()
                                        	Endif 
                                        
                                        Return Void
                                        
                                        
                                        Function Cycle( lvalue, lstart, lend, lstep )
                                        // Cycle a value between lstart and lend, by adding lstep 
                                        	lvalue += lstep
                                        	If lvalue>=lend Then
                                        		lvalue = lvalue - (lend - lstart)
                                        	Else
                                        		If lvalue<=lstart Then		 
                                        			lvalue = lvalue + (lend - lstart)
                                        		Endif
                                        	Endif	
                                        Return lvalue 
                                        
                                        
                                        
                                        1 Reply Last reply Reply Quote 2
                                        • SteveZX81
                                          SteveZX81 F last edited by

                                          Thanks for all the help guys! I now have my shots (just one currently) following the traces just fine!

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

                                            Sorry but my brain is not firing on all cylinders today and I'm struggling to change the code from a single path (one shot fired) to multiple ones at the same time (several shots fired)

                                            Here is the code for the single one and it works perfectly
                                            one.png

                                            This is my last effort at doing multiple ones via a loop
                                            multi.png
                                            Which does not work at all, everything goes crazy.

                                            I'm obviously missing something here, if someone could give me a hint it would be great. thanks!

                                            1 Reply Last reply Reply Quote 0
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