I have made a simple prog to test collision(from wich i made my collision routines).
I have the old mouse pointer with a jet,and when i use the right-mouse-button i create an alien ship that go from left to right...
I use images collide and set the energy of the alien...
But something strange goin'on somethimes the alien self-destruct itself (LOL) and somethimes i only need two missile to destroy it (ROFL).
Where's the error?
I think that it's in the variable that contains the x and y location but don't figured out yet -_-'
Here's the code:
Graphics 640,480,32,1
SetBuffer BackBuffer()
Global posizionex
Global posizioney
Global posalienx
Global posalieny
Global aereo=LoadImage("d:\jet1.tga") ;a simple sprite
Global terreno=LoadImage("d:\terreno.bmp") ;a simple texture of 256*256
Global missil=LoadImage("c:\missile2.bmp") ;a simple sprite
Global alien=LoadImage("d:\velivolo1.tga") ;a simple sprite
MidHandle aereo
MidHandle missil
MidHandle alien
HidePointer
Const limite_sx=100
Const limite_dx=540
Global b.alieno
Type missile ;an object called missile
Field posx Field posy Field avanzamento Field contatore
End Type
Type alieno
Field movx,movy,movimento,energia
End Type
Repeat Cls
DrawImage aereo,MouseX(),MouseY()
If MouseHit(2)=1
create_alien()
EndIf
move_alien()
If MouseHit(1)=1 ;if i hit the mouse button i create a missile
create_missile()
EndIf
play_missile() ;this start the missil anim
Flip
Until KeyDown(1)=1
End
Function create_missile()
a.missile=New missile
a\posx=MouseX() ;the x position of missile creation is the mouse coords(the same coords of my jet of course)
a\posy=a\posy+MouseY()-45 ;the missile creation start a bit up to the jet(for simulating the launch-bay hehe)
a\avanzamento=4 ;the speed of the missile
a\contatore=0 ;the starting value of the animation
End Function
Function play_missile()
For a.missile=Each missile
posizionex=a\posx
posizioney=a\posy
DrawImage missil,a\posx,a\posy
a\posy=a\posy-a\avanzamento ;this move the missile up
a\contatore=a\contatore+a\avanzamento ;this start the counter of the missile course
;If a\contatore=> 200 Then Delete a ;if the course reach 200 the missile explode(hehe)
If ImagesCollide(missil,posizionex,posizioney,0,alien,posalienx,posalieny,0)
Delete a ;if the missile collide with the alien the missile stop it's existance :P
EndIf
Next
End Function
Function create_alien()
b.alieno=New alieno
b\movx=100
b\movy=60
b\movimento=1
b\energia=5 ;the "teoric" energy of the alien,from when reach 0 the alien explode
End Function
Function move_alien()
For b.alieno =Each alieno
posalienx=b\movx
posalieny=b\movy
DrawImage alien,b\movx,b\movy
b\movx=b\movx + b\movimento
If b\movx => limite_dx
b\movx=b\movx-b\movimento
b\movimento=-1
EndIf
If b\movx =< limite_sx
b\movx=b\movx+b\movimento
b\movimento=+1
EndIf
If ImagesCollide(missil,posizionex,posizioney,0,alien,posalienx,posalieny,0)
b\energia=b\energia-1 ;if the alien collide with the missile the energy go down of one unit
Text 400,400,b\energia
EndIf
If b\energia=<0 Then Delete b
Next
End Function
I don't need at all costs pixel-perfect collision detection,i think that "rectangle" collision with many rectangle to simulate the "shape" of the object works also very well and is faster;i think correct or wrong?
I have the old mouse pointer with a jet,and when i use the right-mouse-button i create an alien ship that go from left to right...
I use images collide and set the energy of the alien...
But something strange goin'on somethimes the alien self-destruct itself (LOL) and somethimes i only need two missile to destroy it (ROFL).
Where's the error?
I think that it's in the variable that contains the x and y location but don't figured out yet -_-'
Here's the code:
Graphics 640,480,32,1
SetBuffer BackBuffer()
Global posizionex
Global posizioney
Global posalienx
Global posalieny
Global aereo=LoadImage("d:\jet1.tga") ;a simple sprite
Global terreno=LoadImage("d:\terreno.bmp") ;a simple texture of 256*256
Global missil=LoadImage("c:\missile2.bmp") ;a simple sprite
Global alien=LoadImage("d:\velivolo1.tga") ;a simple sprite
MidHandle aereo
MidHandle missil
MidHandle alien
HidePointer
Const limite_sx=100
Const limite_dx=540
Global b.alieno
Type missile ;an object called missile
Field posx Field posy Field avanzamento Field contatore
End Type
Type alieno
Field movx,movy,movimento,energia
End Type
Repeat Cls
DrawImage aereo,MouseX(),MouseY()
If MouseHit(2)=1
create_alien()
EndIf
move_alien()
If MouseHit(1)=1 ;if i hit the mouse button i create a missile
create_missile()
EndIf
play_missile() ;this start the missil anim
Flip
Until KeyDown(1)=1
End
Function create_missile()
a.missile=New missile
a\posx=MouseX() ;the x position of missile creation is the mouse coords(the same coords of my jet of course)
a\posy=a\posy+MouseY()-45 ;the missile creation start a bit up to the jet(for simulating the launch-bay hehe)
a\avanzamento=4 ;the speed of the missile
a\contatore=0 ;the starting value of the animation
End Function
Function play_missile()
For a.missile=Each missile
posizionex=a\posx
posizioney=a\posy
DrawImage missil,a\posx,a\posy
a\posy=a\posy-a\avanzamento ;this move the missile up
a\contatore=a\contatore+a\avanzamento ;this start the counter of the missile course
;If a\contatore=> 200 Then Delete a ;if the course reach 200 the missile explode(hehe)
If ImagesCollide(missil,posizionex,posizioney,0,alien,posalienx,posalieny,0)
Delete a ;if the missile collide with the alien the missile stop it's existance :P
EndIf
Next
End Function
Function create_alien()
b.alieno=New alieno
b\movx=100
b\movy=60
b\movimento=1
b\energia=5 ;the "teoric" energy of the alien,from when reach 0 the alien explode
End Function
Function move_alien()
For b.alieno =Each alieno
posalienx=b\movx
posalieny=b\movy
DrawImage alien,b\movx,b\movy
b\movx=b\movx + b\movimento
If b\movx => limite_dx
b\movx=b\movx-b\movimento
b\movimento=-1
EndIf
If b\movx =< limite_sx
b\movx=b\movx+b\movimento
b\movimento=+1
EndIf
If ImagesCollide(missil,posizionex,posizioney,0,alien,posalienx,posalieny,0)
b\energia=b\energia-1 ;if the alien collide with the missile the energy go down of one unit
Text 400,400,b\energia
EndIf
If b\energia=<0 Then Delete b
Next
End Function
I don't need at all costs pixel-perfect collision detection,i think that "rectangle" collision with many rectangle to simulate the "shape" of the object works also very well and is faster;i think correct or wrong?