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    Following a path?

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    • 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
                      • pianofire
                        pianofire Fuze Team last edited by

                        It is difficult to say without seeing more of the code and knowing what the intention was e.g what are the initial values of index and counter?

                        Just a minor observation but the array is called rpeats and not repeats is it?

                        1 Reply Last reply Reply Quote 1
                        • Jaywalker
                          Jaywalker Donator last edited by

                          Just make sure, that your values will take over into the next shot, when you set them, so for example stop will always be true once it was true for the first time in your loop

                          1 Reply Last reply Reply Quote 1
                          • pianofire
                            pianofire Fuze Team last edited by

                            @SteveZX81 share your code Steve and I will take a look

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

                              @pianofire okay its shared (named chip) as the code stands it shoots single shots which work fine
                              dpad to change selection and press 'Y' to shoot.

                              of course when there is one shot on the move and you press fire, that shot vanishes and your new one replaces it. that's why I wanted to add more (up to say 20)

                              There is no need to fix this but if you wish to look at the code as it is, its there.

                              pianofire 1 Reply Last reply Reply Quote 1
                              • pianofire
                                pianofire Fuze Team @SteveZX81 last edited by

                                @SteveZX81 Hi Steve, so I haven't got to the bottom of this yet but one observation is that in the traceshoot function you are only ever setting the location of the pshot sprite (not the ones stored in the shots array) so they will always be starting from -100, 0. I guess that you probably need a shot counter that gets passed into here?

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

                                  in that version of the code yes. in all the attempts I've made to make multiple shots, I have changed all the pshot entries to shots[shotcnt]. but alas no joy.
                                  don't worry about it, it was just a silly game idea anyway ;)

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

                                    how are you creating the shots array? and does it by anychance have createSprite() inside the array ?

                                    1 Reply Last reply Reply Quote 1
                                    • pianofire
                                      pianofire Fuze Team @SteveZX81 last edited by

                                      @SteveZX81 Ok no problem. I think that the idea has potential. If I get some more time I might have another look.

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

                                        @Martin The shots array is created like this (and yes)
                                        shots = []
                                        shotcnt = 0
                                        for i = 0 to 20 loop
                                        shots[i] = createsprite
                                        ..and then 3 lines for setting the sprite image, animation and scale followed by
                                        repeat

                                        The sprites do show up fine, but don't follow my traces (like the shared single trace code does)

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                                        • Martin
                                          Martin Fuze Team last edited by

                                          OK, that's fine - there is a known issue (IMO) if the sprites had been created a different way so I just wanted to check. As you were...

                                          1 Reply Last reply Reply Quote 1
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