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    Following a path?

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    • 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)

                              1 Reply Last reply Reply Quote 0
                              • 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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