How to create a simple fire shot in a game....

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LESTROSO
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How to create a simple fire shot in a game....

Post by LESTROSO » Sun Jan 11, 2009 4:10 pm

Hy to everybody,

i need to know how to create a simple fire to shot in a game...i must make a list, but i don't know how, and i have also arcade engine 2.9 installed.

So , i need for example when i push the mouse button the shot repeat the fire animation, back to back like a second from each other.......

i thank you so much in advance.......

bye,


LESTROSO :D :D :D :D

bn
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Post by bn » Sun Jan 11, 2009 5:11 pm

hi lestroso,

look at

http://runrev.com/newsletter/january/is ... etter4.php
(last of six articles with links to all the articles)

Robert Cailliau did this 6 part example of a cannon and may be you find some hints for shots in your application. It is an excellent introduction to ballistics and how to calculate this. It may not look like an 'ego-shooter' game but still. It has a lot of basic concepts of revolution very well explained.
regards
bernd

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Post by bn » Sun Jan 11, 2009 6:35 pm

coming to think of it, may be you wanted to simulate a fire at a pistol when shot?
try making a polygon graphic like an irregular star or what you like, set its opaque to true, set its backgroundcolor to red. If you use rev 3.0 you could set its gradient to radial an choose red and yellow as colors. Call the graphic "myFire", make a button

Code: Select all

on mouseUp pMouseBtnNo
    set the blendlevel of graphic "myFire" to 0
    repeat with i = 1 to 100 step 2 --change to 4 if you want it faster
        set the blendlevel of graphic "myFire" to i
        wait 1 milliseconds with messages
    end repeat
end mouseUp
this gives you a crummy kind of gunfire effect. You could of course elaborate on this changing the size of graphic on the fly or turning the graphic.
I hope I understood you right this time
cheers
bernd

LESTROSO
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Post by LESTROSO » Sun Jan 11, 2009 8:43 pm

Thanks bn,

it's good the example that you have me post, but it's not usefull.....because i need to shot if needed without waiting....and i should create a list of the fire shot because the animations of the shot go for their path in that moment and then go away going to out of card.
Thanks again,,,

do have other ideas????? ........thanks


LESTROSO :) :) :) :) :) :)

malte
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Post by malte » Sun Jan 11, 2009 9:04 pm

Hi Lestroso,

with animationengine in use, try this in the messagebox:

go url "http://www.derbrill.de/revstack/shootertest2.rev"

Feel free to tear that stack apart. It is rather old, but should get you started.

Cheers,

Malte

LESTROSO
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Post by LESTROSO » Sun Jan 11, 2009 10:24 pm

Thank you malte i will see that stack as soon as possible, thank you for your support.

Lestroso :wink:

bn
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Post by bn » Mon Jan 12, 2009 12:01 pm

hi lestroso,
malte is the best coach for animations. If the cheesy animation I suggested does the job but is not working because it is in a blocking repeat loop then here is a non blocking version

Code: Select all

local tBlendLevelOfMyFire, tID
on mouseUp pMouseBtnNo
    put the id of this card into tID
    put 0 into tBlendLevelOfMyFire
    send makePistolFire to me in 2 milliseconds
end mouseUp

on makePistolFire
    set the blendlevel of graphic "myFire" of card id tID to tBlendLevelOfMyFire
    put tBlendLevelOfMyFire + 10 into tBlendLevelOfMyFire
    if tBlendLevelOfMyFire < 110 then send makePistolFire to me in 30 milliseconds 
end makePistolFire
this works even if you leave the card since it provides the id of the card, you would have to adapt it to your script just make shure the you provide a valid address for the script. To keep the local variable alive you could put it into a global, for example.
for what it is worth
bernd

LESTROSO
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Post by LESTROSO » Mon Jan 12, 2009 3:45 pm

Thanks again bn, for your example.............i saw the example of malte and it's the right example for me, but a little complicated......i understand that malte in that example create many shots on mouseup and mouse still pressed....and then delete them one per time.......ok....i'll study hard that example.......

thanks for your precious time,

Lestroso :D

malte
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Post by malte » Mon Jan 12, 2009 5:19 pm

If I find the time I will go documenting that stack. I always wanted to turn it into a demo for AE. However, if you have any questions please o not hesitate to ask.

Cheers,

Malte

LESTROSO
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Post by LESTROSO » Mon Jan 12, 2009 10:51 pm

Dear malte.......i'm little confused..... i need your help please......i have made some mistake to modify your stack to adapt in my stack........i don't understand well the movelinear command because it' always repeated in infinite loop not like the aemove......

i would like to know how to modify this program....i have used image...not grafic like you..... so i have insert clone command to create shot....but there's no well animations, but bad .....

i will thank you so much if you will show me an little example to integrate easily in my shooter game....if you can......thank in advance......

Lestroso,



Code: Select all

---------------------SEZIONE SPARO----------------
GLOBAL NEWSHOT
GLOBAL THEANGLE
GLOBAL NEWSHOTS

on createShot
  
 
  SHOW IMAGE "PROIETTILE"
  CLONE IMAGE "PROIETTILE"
  put the ID of it into newShot
  put findangleX(the loc of IMAGE "fUCILE",the loc of this cd) into theAngle
  --put theAngle
  set the moveLinear["startPoint"] of IMAGE ID newShot to pointOnCircle(the loc of IMAGE "fUCILE",theAngle,40)
  set the moveLinear["endPoint"] of IMAGE ID newShot to pointOnCircle(the loc of IMAGE "fUCILE",theAngle,700)
  set the moveLinear["step"] of IMAGE ID newshot to 1
  --set the width of grc ID newShot to 10
  --set the height of grc ID newShot to 10
 

 send "initmove" to IMAGE ID newShot
 vai
end createShot

on initMove
  put the allshots of this cd into newShots
  put cr&the ID of the target after newShots
  if line 1 of newShots is empty then delete line 1 of newShots
  set the allshots of this cd to newShots
  
end initmove
ON VAI
  IF  the visible of IMAGE ID newShot  then
  SEND "MOVELINEAR" TO IMAGE ID NEWSHOT
  
  end if
  SEND "VAI" TO ME IN 2 MILLISECONDS
  --ELSE 
 --send "movelinearmovedone" to image id newshot
   --END IF
end VAI

on movelinearmovedone
 hide image id newshot
  DELETE IMAGE ID newshot
  beep 2
end movelinearmovedone





Thanks Lestroso :oops:

malte
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Post by malte » Sat Jan 17, 2009 2:05 pm

Hi lestroso,

no need to blush. :)

Can you upload your stack somewhere, that I'll be able to take a look?

Cheers,

Malte

LESTROSO
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Post by LESTROSO » Sun Jan 18, 2009 6:18 pm

Dear Malte i have mailed you my stack as requested.....in info@derbrill.de

i will thank you so much for have a look-.....


Bye,

Cheeers,

Lestroso :D

LESTROSO
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Post by LESTROSO » Tue Feb 03, 2009 4:19 pm

Hy Malte, i haven't heard any more.....ok don't worry.....but i need help again, because i have problem when i made a series of shots.....i have tried, but without chance.....now here i enclose my little program because i want to create sevel shots when i click the mouse

Now the movelinear is ok for me...but i need an help about to create newshots, i saw in your stack you use " repeat each in" etc........but i don't know how it use it.........

This program is working and movelinear the image called "proiettile" the shot, but what about to move several shots in the mean time back to back?

Thanks again,


Lestroso



Code: Select all

---------------------SEZIONE SPARO----------------

on createShot
  PUT 1 INTO VERIFICA
   
  SHOW IMAGE "PROIETTILE"
  --CLONE IMAGE "PROIETTILE"
  --put the ID of it into newShot
   
  --Determino punto di partenza proiettile------start shot
   
  PUT AngoloFucile into AngoloProiettile
  put (AngoloFucile*pi/180) into AngoloRad
  put (tan(AngoloRad)) into TangenteAngolo
  put (sin(AngoloRad)) into SenoAngolo
  put (cos(AngoloRad)) into CosenoAngolo
  put (SenoAngolo/TangenteAngolo)*260 into PosInizXProiettile
  put (CosenoAngolo*TangenteAngolo)*260 into PosInizYProiettile
  put (PosXFucile+PosInizXProiettile) into PosInizXProiettile
  put (PosYFucile-PosInizYProiettile) into PosInizYProiettile
   
  --Determino punto di arrivo proiettile------final point arrive
   
  put PosYFucile into PosFinYProiettile
  PUT AngoloFucile into AngoloProiettile
  put (AngoloFucile*pi/180) into AngoloRad
  put (tan(AngoloRad)) into TangenteAngolo
  put (PosFinYProiettile/TangenteAngolo) into PosFinXProiettile
  put (PosXFucile+PosFinXProiettile) into PosFinXProiettile
  put 0 into PosFinYProiettile
   
--  set the angle of image ID newShot to AngoloProiettile-90
 set the angle of image "proiettile" to AngoloProiettile-90
  --   set the moveLinear["startPoint"] of IMAGE ID newShot to POSInizXPROIETTILE,POSInizYPROIETTILE
  --     
  --   set the moveLinear["endPoint"] of IMAGE ID newShot to POSFinXPROIETTILE,POSFinYPROIETTILE
   
  set the moveLinear["startPoint"] of IMAGE "proiettile" to POSInizXPROIETTILE,POSInizYPROIETTILE
   
  set the moveLinear["endPoint"] of IMAGE "proiettile" to POSFinXPROIETTILE,POSFinYPROIETTILE
  
  --  set the moveLinear["step"] of IMAGE ID newshot to 1
  set the moveLinear["step"] of IMAGE "proiettile" to 6
   
  sparo
   
   
   
end createShot

on sparo
   
   
--   send "movelinear" to image  ID newShot
    send "movelinear" to image "proiettile"
   if VERIFICA= 1 then
      send "sparo" to me in 5 milliseconds
      
   end if
end sparo
   
   
  ------------------------------------------------------------------------------------------------ 

in the objet........proiettile script...........>



global newshot
GLOBAL VERIFICA

  
on moveLinearMoveDone
  
  PUT 0 INTO VERIFICA
 
      --hide image id newshot
      --DELETE IMAGE ID newshot
      hide image "proiettile"
           beep
end moveLinearMoveDone


:?

malte
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Post by malte » Tue Feb 17, 2009 12:25 am

Hey lestroso,

sorry I did not get back earlier, somehow the forum does not show me new posts in the ae forum. :/ I have been pretty packed recently, that adds up to me being not too responsive.

Nowadays, I guess I would create shots with aemoveto, as this already sets up the necessary timers and callback messages.

example

on mouseDown
local tID
create grc "shot"
put the long id of it into tID
aeMoveTo tID,0,0,1000,"inout"
end mousedown

then in the card script

on aeMoveDone
if the short name of the target="shot" then
send "deleteIt" to the target in 50 millisecs
end if
end aeMoveDone

on deleteIt
delete the target
end deleteIt

this is out of the top of my head, but should work.

Hth,

Malte

LESTROSO
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Location: Italy
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Post by LESTROSO » Tue Feb 17, 2009 4:59 pm

Thank you Malte, very much, but i have also with success ,enclose your program shooter2 in mine with some modifies, i have studied hard your idea of list and readapted it , thank you again for your time dedicated to me.....

Cheers, Happy to see you again......


Lestroso :D

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