Sprite and tile collision demo

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BasicCoder2
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Location: Australia

Re: Sprite and tile collision demo

Postby BasicCoder2 » Mar 16, 2018 20:24

Boromir wrote:I never posted it because some features like building skeletons were less than user friendly.

Essentially there is only one generic skeleton. In theory all you should have to do is type in the length, angle, angle limits and you have the skeleton of any animal with a backbone. The hard bit is the drawing the different faces and clothes.
Boromir
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Joined: Apr 30, 2015 19:28
Location: Texas,U.S., Earth,Solar System
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Re: Sprite and tile collision demo

Postby Boromir » Mar 16, 2018 20:53

BasicCoder2 wrote:Essentially there is only one generic skeleton. In theory all you should have to do is type in the length, angle, angle limits and you have the skeleton of any animal with a backbone. The hard bit is the drawing the different faces and clothes.
You would need to use bones to control other element of your sprite such as cloaks, hair or tails. Creatures such as crabs or octopuses would need different skeletons. My bone system isn't awful but there is no bone length locking or mirroring. My editor is also missing a host of other functionality such as keyframe copying,simultaneous bone editing and vector graphics support.
BasicCoder2
Posts: 3586
Joined: Jan 01, 2009 7:03
Location: Australia

Re: Sprite and tile collision demo

Postby BasicCoder2 » Mar 16, 2018 21:53

Boromir wrote: My editor is also missing a host of other functionality such as keyframe copying,simultaneous bone editing and vector graphics support.


I suspect there is a lot of less than complete stuff out there. Problem is it is easier to write it all from the ground up than to try and add functionality to someone else's source code.

So in 3d graphics the strands hair or groups of strands of hair require finger-like rigging? Same with clothes? Something I didn't know or at least think about.

3D is out of my league and the octopus would have to be 3D unlike say a side or front/back view of a platform type stick figure.

Here I imagine two spider or octopus like legs.
You can click a joint with the mouse and rotate it using the A and D keys.
Of course I should add the angle limit values to restrict the joints positions.

Code: Select all

'some useful defines
Const Pi = 4 * Atn(1)
Dim Shared As Double TwoPi = 8 * Atn(1)
Dim Shared As Double RtoD = 180 / Pi   ' radians * RtoD = degrees
Dim Shared As Double DtoR = Pi / 180   ' degrees * DtoR = radians

sub drawLine(x1 As Integer,y1 As Integer,x2 As Integer,y2 As Integer,size As Integer,c As ulong)
  var dx = x2 - x1
  var dy = y2 - y1
  if dx = 0 andalso dy=0 then
    circle (x1, y1), size, c, , , , f       
  elseif abs(dx) > abs(dy) then
    var m = dy / dx
    for x as Integer = x1 To x2 step sgn(dx)
      circle (x,m * (x - x1) + y1), size, c, , , , f
    next
  else
    var m =dx / dy
    for y as Integer = y1 To y2 step sgn(dy)
      circle (m * (y - y1) + x1,y), size, c, , , ,f
    next
  end if
end sub

const SCRW = 800
const SCRH = 600
screenres SCRW,SCRH,32
dim shared as integer mx,my,mb

dim as integer id   'current selected pivot
dim as single angle 'accumulating angle
dim as single mag     'magnification
mag = 1

type BONE
    as single  x1      'pivot point position
    as single  y1
    as single  x2      'rotated end point of bone
    as single  y2
    as single  a       'angle of joint
    as single  aMin    'limits of joint movement
    as single  aMax
    as single  s       'size
    as ulong   c
end type

'const TOT = 5
dim shared as BONE bones(0 to 11)
'dim shared as BONE bones2(0 to TOT-1)

bones(0).s  = 50   'length
bones(1).s  = 50
bones(2).s  = 50
bones(3).s  = 50
bones(4).s  = 50
bones(5).s  = 50     'foot

bones(0).a  = 180    'starting angles must be between rotational limits
bones(1).a  = -2
bones(2).a  = -4
bones(3).a  = -6
bones(4).a  = -8
bones(5).a  = -10

bones(0).c = rgb(255,0,0)
bones(1).c = rgb(0,255,0)
bones(2).c = rgb(0,0,255)
bones(3).c = rgb(255,0,255)
bones(4).c = rgb(200,0,50)
bones(5).c = rgb(50,0,200)

'==============================

bones(6).s  = 50   'length
bones(7).s  = 50
bones(8).s  = 50
bones(9).s  = 50
bones(10).s  = 50
bones(11).s  = 50     'foot

bones(6).a  = 0    'starting angles must be between rotational limits
bones(7).a  = 2
bones(8).a  = 4
bones(9).a  = 6
bones(10).a  = 8
bones(11).a  = 10

bones(6).c = rgb(255,0,0)
bones(7).c = rgb(0,255,0)
bones(8).c = rgb(0,0,255)
bones(9).c = rgb(255,0,255)
bones(10).c = rgb(200,0,50)
bones(11).c = rgb(50,0,200)


'=======================================


do
   
     getMouse mx,my,,mb
     if mb = 1 then 'see of on a pivot point
         for i as integer = 0 to 11
             if mx> bones(i).x1-5 and mx< bones(i).x1 +5 and _
                my> bones(i).y1-5 and my< bones(i).y1 +5 then
                id = i
            end if
        next i
    end if

    dim as integer x1,y1
    screenlock
    cls
    angle = 0
    x1 = SCRW\2  'starting point
    y1 = SCRH\2
    for i as integer = 0 to 11
        if i = 6 then 'change start point
            x1 = SCRW\2+10
            y1 = SCRH\2
            angle = 0
        end if
        bones(i).x1 = x1
        bones(i).y1 = y1
        angle = angle + bones(i).a
        if angle < 0   then angle = angle + 360
        if angle > 359 then angle = angle - 360
        bones(i).x2 = bones(i).x1 + cos(angle*DtoR) * bones(i).s * mag
        bones(i).y2 = bones(i).y1 + sin(angle*DtoR) * bones(i).s * mag
        drawLine (bones(i).x1,bones(i).y1,bones(i).x2,bones(i).y2,3,bones(i).c)
        circle (bones(i).x1,bones(i).y1),5,rgb(255,255,0) 'display pivot point
        if id=i then
            circle (bones(i).x1,bones(i).y1),5,rgb(255,255,0),,,,f 'selected pivot
        end if
        x1 = bones(i).x2
        y1 = bones(i).y2
    next i
   
    locate 2,1
    for i as integer = 0 to 11
        print " bones(";str(i);").a =";bones(i).a
    next i
    print " MAG = ";mag
    print " Select yellow pivot point with mouse button down"
    print " Use keys A and D to rotate joint selected"
    screenunlock

    if multikey(&H1E) then 'key A
        bones(id).a = bones(id).a + 1
        if bones(id).a > 359 then bones(id).a = bones(id).a - 360
    end if
       
    if multikey(&H20) then 'key D
        bones(id).a =  bones(id).a - 1
        if bones(id).a < 0 then bones(id).a = bones(id).a + 360
    end if

    sleep 2
loop until multikey(&H01)

Last edited by BasicCoder2 on Mar 17, 2018 2:52, edited 3 times in total.
lizard
Posts: 440
Joined: Oct 17, 2017 11:35
Location: Germany

Re: Sprite and tile collision demo

Postby lizard » Mar 16, 2018 22:42

BasicCoder2 wrote:Here I imagine two spider like legs.

Works and looks good.
Boromir
Posts: 451
Joined: Apr 30, 2015 19:28
Location: Texas,U.S., Earth,Solar System
Contact:

Re: Sprite and tile collision demo

Postby Boromir » Mar 18, 2018 2:28

BasicCoder2 wrote:So in 3d graphics the strands hair or groups of strands of hair require finger-like rigging? Same with clothes? Something I didn't know or at least think about.

It depends on what you would want. You could use a particle emitter for hair now that Blender has hair and cloth physics with the cycles engine. Most 3d games keep expensive physics such as these to a minimum. In 3d games, whenever possible, rigging the mesh to bones is used instead.

This sprite was rendered in blender with cloth physics.
Image

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