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sprite collision and c_trace #330520
06/28/10 02:38
06/28/10 02:38
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
Hello

Intro:
- I'm using a sprite on the level
- I'm using the c_trace from camera to hit the sprite

objective: c_trace the sprite with the mouse, and activate its sonar (sprite) event.

problems:
->the collision is not accurate, in the right side of the sprite or .. the bottom side (ir reacts when mouse is over a little bit from the edge)

-> on the left and upper side it works fine..
-> Does sprites must be power 2? (it would explain the extra hit area, since dX would add a canvas to fit the power of 2 square


Could it be my c_trace method that its not point correctly (though it works on the left and upper side)

Chech my c_trace method:

function m_trace(){
VECTOR to;
vec_set(to,mouse_dir3d);
vec_scale(to,2000); // set a range
vec_add(to,mouse_pos3d);
c_trace(mouse_pos3d,to,ACTIVATE_SHOOT | USE_POLYGON |SCAN_TEXTURE);
}


AS you can see i set use_polygon to check the sprite but i dont even know if its beeing used...


Solutions anyone?

Re: sprite collision and c_trace [Re: MMike] #330531
06/28/10 07:47
06/28/10 07:47
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Posts: 1,922
Schweiz
Have the same problems with c_trace and sprites, maybee a bug?

Re: sprite collision and c_trace [Re: Widi] #330564
06/28/10 12:52
06/28/10 12:52
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
well i will try with set the collision hull manually with the picture dimensions.
but is my c_trace function accurate? (that could be the problem)?

Re: sprite collision and c_trace [Re: MMike] #330565
06/28/10 12:57
06/28/10 12:57
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
yep, it is really really accurate, you can test it yourself with draw_line3d...

Re: sprite collision and c_trace [Re: Rei_Ayanami] #330568
06/28/10 13:48
06/28/10 13:48
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Posts: 3,232
Australia
MMike, I believe it to be the power-of-two strikes again.
But nothing but my own testing, and educated guessing to back me up.

If you are using the draw_line3d process to 'visualise' the detected
edges of the sprites collision box, try rotating or tilting the sprite
by 45 degrees or more... sick

Could this be called a bug?





"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: sprite collision and c_trace [Re: EvilSOB] #330661
06/28/10 23:36
06/28/10 23:36
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
well nice to see your input on this..

but, well using that d3d thing to the vector to point of the trace..
i see it is right on the mouse pos..

but the sprite detects the c_trace on wrong areas..


Evilsob, how do you mean the detect edges with the 3d3 line? show me a sample

Last edited by MMike; 06/28/10 23:44.
Re: sprite collision and c_trace [Re: MMike] #330664
06/29/10 00:05
06/29/10 00:05
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Posts: 1,710
Please anyone can test this sample file, (packed in a rar, its just the button and the script..) and verify what im telling...

Download here [4.39Kb]

there must always be a problem with the collision stuff.. i mean this subject stinks, and its not the first time it holds my projects...
I see i will have to use another panel to overlay the view and .. be a dummy... crap

Last edited by MMike; 06/29/10 00:08.
Re: sprite collision and c_trace [Re: MMike] #330692
06/29/10 10:26
06/29/10 10:26
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
I havent looked at your upload yet MMike, but this is the
detecting with draw_line3d I was talking about.
Its not special at all, it just makes it easier to "see".

Click to reveal..
Code:
#include <litec.h>
#include <default.c>
#define PRAGMA_PATH "@Bits"


function main()
{
	video_switch(6,0,0);		wait(5);			level_load(NULL);			wait(5);
	vec_set(camera.x, vector(-750,250,0));
	//
	VECTOR from, to;
	ENTITY* sprite = ent_create("White_130x130x24.bmp", NULL, NULL);
	//
	while(1)
	{
		sprite.y -= key_cur - key_cul;
		sprite.z += key_cuu - key_cud;
		sprite.pan  -= key_del - key_pgdn;
		sprite.tilt += key_home - key_end;
		if(key_bksp)	sprite.y = sprite.z = sprite.pan = sprite.tilt = 0;
		//calculate (line-drawable) start and end
		vec_set(from, vector(camera.x+10,camera.y,camera.z)); 
		vec_set(to,   vector(mouse_cursor.x,mouse_cursor.y,1000));	vec_for_screen(to, camera);
		//
		if(c_trace(camera.x, to, SCAN_TEXTURE))
		{	//Draw RED line to Successful Target
			draw_line3d(from, NULL, 100);		draw_line3d(target.x, vector(0,0,255), 100);
		}
		else
		{	//Draw WHITE line to mouse
			draw_line3d(from, NULL, 100);		draw_line3d(to, vector(255,255,255), 100);
		}
		//
		wait(1);
	}

}



Imm looking at your code now...

[EDIT] Yeah, same thing for me too..



Last edited by EvilSOB; 06/29/10 10:31.

"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: sprite collision and c_trace [Re: EvilSOB] #330751
06/29/10 15:24
06/29/10 15:24
Joined: Jul 2004
Posts: 1,710
MMike Offline OP
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MMike  Offline OP
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Joined: Jul 2004
Posts: 1,710
well your code above is incomplete,there is not closing brackets.. , but i just fixed it.

Also it gives me an error "White_130x130x24.bmp"
saying it does not exist. so i just replaced it with a file of myown.

After that, and testing .. it does the same as mine.
There is something weird with the collision.. it does not even work always in the same away, if i move the sprite for another place, the collision is different.

well i have no idea what is this behaviour, and how to fix, (if there is a fix).
PS: I would like to hear an expert talking why this happens and how to correct.. PLease can you call JCL on the phone AHHAAh

Last edited by MMike; 06/29/10 15:44.
Re: sprite collision and c_trace [Re: MMike] #330766
06/29/10 16:18
06/29/10 16:18
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
hehehe.

I suggest putting it into the bugs forum.

I cant myself, Ive already got three active ones ATM...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial

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