enemy removal code (UPDATE: caused a hit detection bug)
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- GungnirDev
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- Posts: 119
- Joined: Thu Jun 28, 2012 10:31 pm
Re: simple enemy removal code
Thanks! I am a huge nüb when it comes to programming, but I wanted my first game to be something presentable to someone who might hire me out of college just as an example of my work. There's also supposed to be small cutscenes at some bits but that's all fluff so I'm leaving it for last.
Bullets are the beauty of the blistering sky
Bullets are the beauty and I don't know why
Bullets are the beauty and I don't know why
- GungnirDev
- Party member
- Posts: 119
- Joined: Thu Jun 28, 2012 10:31 pm
Re: simple enemy removal code (has caused a hit detection bu
After much exploration I still cannot find the error in the hit detection at all, I am quite lost. Can Wojak or anyone else help?
Bullets are the beauty of the blistering sky
Bullets are the beauty and I don't know why
Bullets are the beauty and I don't know why
- GungnirDev
- Party member
- Posts: 119
- Joined: Thu Jun 28, 2012 10:31 pm
Re: enemy removal code (UPDATE: caused a hit detection bug)
hello?
Bullets are the beauty of the blistering sky
Bullets are the beauty and I don't know why
Bullets are the beauty and I don't know why
Re: enemy removal code (UPDATE: caused a hit detection bug)
like i pointed in the previous post You are using the enemies table in ship.lua so you will need to change the ipairs to pairs there as well
there are likely some other changes to be made, but i can't look into it right now, sorry
BTW: i tested the game on my home PC (previously i was using the crappy office one) and its to fast... This is why You should use "delta time"...
there are likely some other changes to be made, but i can't look into it right now, sorry
BTW: i tested the game on my home PC (previously i was using the crappy office one) and its to fast... This is why You should use "delta time"...
Re: enemy removal code (UPDATE: caused a hit detection bug)
ship.lua
I've tested this and the collisions enemy – bullets and it seams to be OK now, but unfortunately I can't guaranty that something else is not wrong...
list of changes:
-ipairs to pairs
-removed the code:
and created a new function:
-removed remEnemy = {} from ship.lua as it is already created in foe.lua
-changed the enemy remove code:
I've also checked the “dt” and its OK in case of enemy movement, bullets movement and bosses movement, but not used for player movement and (I think) when calculating the interval between enemy shots (this creates constant wall of bullets on my home PC)
I'm relay sorry that my suggestion messed up Your code so bad...
My solution is not the only way, so if You don't want this changes in the code or don't understand it, you should restore the original code and try something else...
Code: Select all
player = {
width = 50,
height = 40,
x = 500,
y = 700,
}
player.shots = {}
playerscore = 0
playerhealth = 100
function player.load()
jet = love.graphics.newImage('shmuppics/flameon.png')
fighter = love.graphics.newImage('shmuppics/dragship.png')
fighterL = love.graphics.newImage('shmuppics/dragship_L.png')
fighterR = love.graphics.newImage('shmuppics/dragship_R.png')
bullit = love.graphics.newImage('shmuppics/bullet_2.png')
drdoom = love.graphics.newImage('shmuppics/bullet_3.png')
drdev = love.graphics.newImage('shmuppics/bullet_3.png')
dark = love.graphics.newImage('shmuppics/dark.png')
leftwing = love.graphics.newImage('shmuppics/bladewing_l.png')
rightwing = love.graphics.newImage('shmuppics/bladewing_r.png')
fubar = love.graphics.newImage('shmuppics/gameover.png')
haveanicedeath = "What...did you fall asleep or something?"
zicon = love.graphics.newImage('shmuppics/weapon.png')
alterz = love.graphics.newImage('shmuppics/alter.png')
hpbar = love.graphics.newImage('shmuppics/dragometer.png')
hpsym = love.graphics.newImage('shmuppics/hpsym.png')
speedsym = love.graphics.newImage('shmuppics/speedsym.png')
buzz = love.audio.newSource('shmupbgm/bladecut.ogg', "static")
hum = love.audio.newSource('shmupbgm/bladeopen.ogg', "static")
getnoise = love.audio.newSource ( 'shmupbgm/generatorget.ogg', "static" )
hit = love.audio.newSource('shmupbgm/damage.ogg', "static")
weapon = 0
boomx = 0
boomy = 0
firerate = 3
zcharge = 0
zweapon = 0
zbuff = 0
boost = 0
anim = newAnimation(jet, 67, 67, 0.5, 0)
seq = newAnimation(alterz, 100, 100, 0.1, 0)
seq:setMode("once")
end
function player.keypressed(key)
if key == "x" then
if zweapon > 0 then
weapon = math.random(1, 3)
zweapon = zweapon - 1
seq:reset()
seq:play()
getnoise:rewind()
getnoise:play()
end
end
if key == "a" then
if zweapon > 0 then
zbuff = math.random(1, 2)
zweapon = zweapon - 1
seq:reset()
seq:play()
getnoise:rewind()
getnoise:play()
end
end
if weapon == 0 then
if key == "z" then
shot = {}
shot.img = bullit
shot.x = player.x + 40
shot.y = player.y
shot.v = -700
shot.u = 0
table.insert(player.shots, shot)
laser:setVolume(0.6)
love.audio.rewind(laser)
love.audio.play(laser)
end
end
if firerate > 1 then
if weapon == 1 then
if key == "z" then
shot = {}
shot.img = dark
shot.x = player.x + 45
shot.y = player.y
shot.v = -500
shot.u = 0
table.insert(player.shots, shot)
laser:setVolume(1)
laser:setPitch(0.6)
love.audio.rewind(laser)
love.audio.play(laser)
firerate = 0
end
end
end
if firerate > 2 then
if weapon == 2 then
if key == "z" then
shot = {}
shot.img = drdoom
shot.x = player.x + 45
shot.y = player.y
shot.v = -600
shot.u = 0
table.insert(player.shots, shot)
love.audio.play(laser)
firerate = 0
end
end
end
end
function player.update(dt)
anim:update(dt)
seq:update(dt)
if zbuff == 1 then
playerhealth = playerhealth + 0.05
boost = 0
end
if zbuff == 2 then
boost = 3
end
if playerhealth < 1 then
gamestate = "lose"
love.audio.stop()
doombgm:play()
end
if playerhealth > 100 then
playerhealth = 100
end
if playerscore > 100 then
haveanicedeath = "What, you call THAT a rebellion? You'll have to do better than that!"
end
if playerscore > 10000 then
haveanicedeath = "We shall rememeber this battle; Not unlike the timeless struggle battle between ant and boot."
end
if playerscore > 50000 then
haveanicedeath = "Most admirable! Your head is almost worthy to adorn my trophy room!"
end
if gamestate == "menu" then
player.x = 500
player.y = 700
playerhealth = 100
playerscore = 0
weapon = 0
zcharge = 0
zweapon = 0
zbuff = 0
progress = 0
stage = 5
bosshealth = 100
doombgm:rewind()
for k,v in pairs(enemies) do
enemies[k]=nil
end
for k,v in pairs(bullets) do
bullets[k]=nil
end
for k,v in pairs(bosses) do
bosses[k]=nil
end
end
wings = {}
if weapon == 3 then
l_wing = {}
l_wing.img = leftwing
l_wing.x = player.x - 60
l_wing.y = player.y
table.insert(wings, l_wing)
r_wing = {}
r_wing.img = rightwing
r_wing.x = player.x + 80
r_wing.y = player.y
table.insert(wings, r_wing)
end
if gamestate == "lose" then
player.x = 500
player.y = 700
playerhealth = 100
kombatbgm:rewind()
introbgm:rewind()
for k,v in pairs(enemies) do
enemies[k]=nil
end
end
if gamestate == "winstage" then
player.x = player.x + 200 * dt
player.y = player.y - 600 * dt
end
firerate = firerate + dt
if gamestate == "playing" then
for _, enemy in pairs(enemies) do
if CheckCollision(player.x, player.y, player.width, player.height, enemy.x, enemy.y, enemy.width, enemy.height) then
playerhealth = playerhealth - 5
hit:rewind()
hit:play()
end
end
for _, boss in pairs(bosses) do
if CheckCollision(player.x, player.y, player.width, player.height, boss.x, boss.y, boss.width, boss.height) then
playerhealth = playerhealth - 3
hit:rewind()
hit:play()
end
end
end
--remEnemy = {}
remShot = {}
-- mark shots that are not visible for removal
for i,v in pairs(player.shots) do
if v.y < -100 then
table.insert(remShot, i)
end
end
-- update those shots
for i,v in pairs(player.shots) do
v.x = v.x + dt * v.u
v.y = v.y + dt * v.v
end
if weapon == 0 then
for i,v in pairs (player.shots) do
for ii,vv in pairs(enemies) do
if CheckCollision(v.x,v.y,10,10,vv.x,vv.y,vv.width,vv.height) then
-- mark that enemy for removal
table.insert(remEnemy, ii)
enemies[ii]=nil
adscore()
-- mark the shot to be removed
table.insert(remShot, i)
end
end
end
for i,v in pairs (player.shots) do
for ii,vv in pairs(bosses) do
if CheckCollision(v.x,v.y,10,10,vv.x,vv.y,vv.width,vv.height) then
bosshealth = bosshealth - 1
end
end
end
end
if weapon == 1 then
for i,v in pairs(player.shots) do
v.y = v.y - (math.abs(math.cos(player.x) + math.sin(shot.y) * 30))
v.x = v.x + math.sin(player.y) + math.cos(shot.x) * 100
end
end
-- check for collision with enemies
if weapon == 1 then
for i,v in pairs (player.shots) do
for ii,vv in pairs(enemies) do
if CheckCollision(v.x,v.y,100,100,vv.x,vv.y,vv.width,vv.height) then
-- mark that enemy for removal
table.insert(remEnemy, ii)
enemies[ii]=nil
adscore()
-- mark the shot to be removed
end
end
end
for i,v in pairs (player.shots) do
for ii,vv in pairs(bosses) do
if CheckCollision(v.x,v.y,70,70,vv.x,vv.y,vv.width,vv.height) then
bosshealth = bosshealth - 2
end
end
end
end
if weapon == 2 then
for i,v in pairs(player.shots) do
v.y = v.y - dt * 700
end
end
if weapon == 2 then
for i,v in pairs (player.shots) do
for ii,vv in pairs(enemies) do
if CheckCollision(v.x,v.y,10,10,vv.x,vv.y,vv.width,vv.height) then
-- mark that enemy for removal
table.insert(remEnemy, ii)
enemies[ii]=nil
adscore()
-- mark the shot to be removed
cron.after(0.01, function()
shot = {}
shot.img = drdoom
shot.x = v.x
shot.y = v.y
shot.u = -500
shot.v = -500
table.insert(player.shots, shot)
shot = {}
shot.img = drdoom
shot.x = v.x
shot.y = v.y
shot.u = 500
shot.v = -500
table.insert(player.shots, shot)
shot = {}
shot.img = drdoom
shot.x = v.x
shot.y = v.y
shot.u = -1000
shot.v = 0
table.insert(player.shots, shot)
shot = {}
shot.img = drdoom
shot.x = v.x
shot.y = v.y
shot.u = 1000
shot.v = 0
table.insert(player.shots, shot)
end)
end
end
end
for i,v in pairs (player.shots) do
for ii,vv in pairs(bosses) do
if CheckCollision(v.x,v.y,10,10,vv.x,vv.y,vv.width,vv.height) then
bosshealth = bosshealth - 3
end
end
end
end
if weapon == 3 then
for i,v in pairs (wings) do
for ii,vv in pairs(enemies) do
if CheckCollision(v.x,v.y,40,60,vv.x,vv.y,vv.width,vv.height) then
-- mark that enemy for removal
table.insert(remEnemy, ii)
enemies[ii]=nil
adscore()
end
end
end
for i,v in pairs (wings) do
for ii,vv in pairs(bosses) do
if CheckCollision(v.x,v.y,40,60,vv.x,vv.y,vv.width,vv.height) then
-- mark that enemy for removal
bosshealth = bosshealth - 1
if weapon == 3 then
hum:rewind()
hum:play()
buzz:rewind()
buzz:play()
end
end
end
end
end
if weapon == 0 or weapon == 1 or weapon == 2 then
hum:rewind()
end
--[[for i, v in pairs(remEnemy) do
table.remove(enemies, v)
playerscore = playerscore + 100
zcharge = zcharge + 100
hit:rewind()
hit:play()
if stage == 2 then
progress = progress + 1
end
end]]
if zcharge > 1900 then
zcharge = 0
zweapon = zweapon + 1
end
if zweapon > 3 then
zweapon = 3
playerhealth = playerhealth + 10
playerscore = playerscore + 1000
end
for i,v in pairs(remShot) do
table.remove(player.shots, v)
end
mousex = love.mouse.getX()
mousey = love.mouse.getY()
if gamestate == "menu" then
button_check()
end
-- Player Movement
if gamestate == "playing" then
if love.keyboard.isDown('right') then
player.x = player.x + 7 + boost
end
if love.keyboard.isDown('left') then
player.x = player.x - 7 - boost
end
if love.keyboard.isDown('up') then
player.y = player.y - 5 - boost
end
if love.keyboard.isDown('down') then
player.y = player.y + 5 + boost
end
end
end
function adscore()
playerscore = playerscore + 100
zcharge = zcharge + 100
hit:rewind()
hit:play()
if stage == 2 then
progress = progress + 1
end
end
function player.draw()
seq:draw(player.x, player.y)
if gamestate == 'playing' then
love.graphics.draw(avengepic1, 100, 700)
if weapon == 3 then
love.graphics.draw(leftwing, player.x - 60, player.y)
love.graphics.draw(rightwing, player.x + 80, player.y)
end
love.graphics.setColor(255,0,0)
love.graphics.rectangle("fill", 110, 125, playerhealth * 2.2, 20)
love.graphics.setColor(150,50,255)
love.graphics.rectangle("fill", 120, 105, zcharge * 0.11, 20)
love.graphics.setColor(255,255,255)
love.graphics.draw(hpbar,
0, 30)
love.graphics.setColor(255, 255, 255)
love.graphics.print("Score:"..playerscore, 130, 102)
love.graphics.print(weapon +1, 300, 150)
love.graphics.print(progress, 500, 50)
if love.keyboard.isDown('right') == false and love.keyboard.isDown('left') == false then
love.graphics.setColor(255,255,255)
love.graphics.draw(fighter, player.x, player.y)
anim:draw(player.x + 25, player.y + 45)
end
if love.keyboard.isDown('right') and love.keyboard.isDown('left') == false then
love.graphics.draw(fighterR, player.x, player.y)
anim:draw(player.x + 45, player.y + 50)
end
if love.keyboard.isDown('left') and love.keyboard.isDown('right') == false then
love.graphics.draw(fighterL, player.x, player.y)
anim:draw(player.x + 5, player.y + 50)
end
if love.keyboard.isDown('right') and love.keyboard.isDown('left') then
love.graphics.setColor(255,255,255)
love.graphics.draw(fighter, player.x, player.y)
end
if zweapon > 0 then
love.graphics.draw(zicon, 100, 160)
end
if zweapon > 1 then
love.graphics.draw(zicon, 150, 160)
end
if zweapon > 2 then
love.graphics.draw(zicon, 200, 160)
end
if zbuff == 1 then
love.graphics.draw(hpsym, 70, 100)
end
if zbuff == 2 then
love.graphics.draw(speedsym, 70, 100)
end
end
if gamestate == "lose" then
love.graphics.draw(fubar, 250, 300)
love.graphics.printf(haveanicedeath, 0, 315, 1100, 'center')
love.graphics.printf("Final Score:"..playerscore, 0, 375, 1100, 'center')
love.graphics.printf("Press Z to finish losing", 0, 400, 1100, 'center')
end
if gamestate == "winstage" then
love.graphics.setColor(255,255,255)
love.graphics.draw(fighter, player.x, player.y)
anim:draw(player.x + 25, player.y + 45)
love.graphics.printf("Stage" ..stage.. "Complete!", 0, 350, 1100, 'center')
love.graphics.printf("Press Z to continue", 0, 375, 1100, 'center')
love.graphics.printf("Score:"..playerscore, 0, 400, 1100, 'center')
end
end
list of changes:
-ipairs to pairs
-removed the code:
Code: Select all
for i, v in pairs(remEnemy) do
table.remove(enemies, v)
playerscore = playerscore + 100
zcharge = zcharge + 100
hit:rewind()
hit:play()
if stage == 2 then
progress = progress + 1
end
end
Code: Select all
function adscore()
playerscore = playerscore + 100
zcharge = zcharge + 100
hit:rewind()
hit:play()
if stage == 2 then
progress = progress + 1
end
end
-changed the enemy remove code:
Code: Select all
table.insert(remEnemy, ii)
enemies[ii]=nil
adscore()
I've also checked the “dt” and its OK in case of enemy movement, bullets movement and bosses movement, but not used for player movement and (I think) when calculating the interval between enemy shots (this creates constant wall of bullets on my home PC)
I'm relay sorry that my suggestion messed up Your code so bad...
My solution is not the only way, so if You don't want this changes in the code or don't understand it, you should restore the original code and try something else...
- GungnirDev
- Party member
- Posts: 119
- Joined: Thu Jun 28, 2012 10:31 pm
Re: enemy removal code (UPDATE: caused a hit detection bug)
...You're a goddamn code superhero, bro.
Thanks a bunch!
Thanks a bunch!
Bullets are the beauty of the blistering sky
Bullets are the beauty and I don't know why
Bullets are the beauty and I don't know why
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