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    • 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!

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      • 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!

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        • 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?

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          • 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

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            • pianofire
              pianofire Fuze Team last edited by

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

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              • 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?

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                  • 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 ?

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                      • 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.

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                        • 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...

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