Author Topic: Problem  (Read 8203 times)

0 Members and 1 Guest are viewing this topic.

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Problem
« on: July 20, 2011, 11:45:09 pm »
I am working on my first axe program, and I have a problem. If you are falling, and you move into one of the outer walls, you can go through the wall. I know the code is badly written, and the collision testing only test 1 pixel. If someone could explain to me why my code is dying, that would be very helpful.

Code: [Select]
:.GAME
:DiagnosticOff
:ClrDraw
:[1824187E5A182442]→Pic1
:40→A
:1→B
:0→X
:1→C
:Full
:Line(0,63,95,63)
:Line(0,63,0,0)
:Line(95,63,95,0)
:
:For(15)
:rand^(95-0+1)+0→D
:rand^(95-0+1)+0→E
:rand^(63-0+1)+0→F
:Line(D,F,E,F)
:End
:
:
:Repeat getKey=15
:StorePic
:Pt-On(A,B,Pic1)
:DispGraph
:

Problem may be here

A+pxl-Test(A+1,B+5)→A
:A-pxl-Test(A+6,B+5)→A
:A-getKey(2)→A
:A+getKey(3)→A
:If pxl-Test(A+4,B+8)=1
:B-(12*getKey(54))→B
:Else
:B+1→B
:End
:
:ClrDraw
:RecallPic
:End
Explanation:
A and B are X and Y cords of the sprite
C is useless
X is useless


« Last Edit: July 21, 2011, 03:38:39 am by mrmprog »

Offline Scipi

  • Omni Kitten Meow~ =^ω^=
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1547
  • Rating: +192/-3
  • Meow :3
    • View Profile
    • ScipiSoftware
Re: Problem
« Reply #1 on: July 20, 2011, 11:57:20 pm »
Is the code zero based? I think the first row and column of the screen is 0 so it could be bypassing it entirely.

Imma Cat! =^_^= :3 (It's an emoticon now!)
Spoiler For Things I find interesting:
Spoiler For AI Programming:
Spoiler For Shameless advertising:

Spoiler For OldSig:





Spoiler For IMPORTANT NEWS!:
Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Re: Problem
« Reply #2 on: July 21, 2011, 12:42:45 am »
The code works if you run to a wall, but if you fall and move in a wall, you go through.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Problem
« Reply #3 on: July 21, 2011, 04:04:55 am »
At any point do you move more than one pixel per frame?  Which walls does it go through?  Is collision handled differently when the character is not on solid ground?
« Last Edit: July 21, 2011, 04:06:04 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Re: Problem
« Reply #4 on: July 21, 2011, 10:16:20 pm »
I put walls on the outer edge of the graphscreen, just to test the collision testing. You never move more than 1 pixel in a certain direction, but if you move when you are falling, you can move 1 down and 1 to the side. Collision is handled the same way no matter what.

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Re: Problem
« Reply #5 on: July 21, 2011, 10:31:35 pm »
Ok, I tried that, but I can still fall through the walls. I will try to make a GIF of the bug in a few minutes.

Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: Problem
« Reply #6 on: July 21, 2011, 10:42:56 pm »
are you sure that didn't fix it?  anyways, that will still stop future problems, as you were doing collision checking after the sprite is drawn.
I reread it and now understand your problem.  It isn't hard to fix, if i think i am right.

change...

:A+pxl-Test(A+1,B+5)→A
:A-pxl-Test(A+6,B+5)→A

to

:A+pxl-Test(A+1,B+5)-pxl-Test(A+6,B+5)→A
:A+pxl-Test(A+2,B+5)-pxl-Test(A+5,B+5)→A

it is a rather rude way to code it, but it should work. (if i understand the problem)
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Problem
« Reply #7 on: July 22, 2011, 01:36:45 am »
It seems to only happen when there's a platform close to the wall, but not next to it (as in not wide enough for the sprite to fall through)
The way you handle platforms and walls is why.  The char is moved both right, from the left pixel text; and left, from the right pixel test.  These done at the same time will cancel each other out.
After that you have the key detection, and because the collision detection cancels itself out if the player happens to be holding the arrow key toward the wall, the char goes right through.

I might be completely wrong, but try something like this (and make some use of C and another coordinate)
It's a long way from optimized and such but you should get the idea =P

Code: [Select]
:pxl-Test(A+1,B+5)→C
:.if pixel test is false, it stores zero. if true, it stores 1
:pxl-Test(A+6,B+5)→D
:.C checks the left side, D checks the right
:A-(getKey(2)*(C=0))→A
:.only if C is zero, meaning the pixel test is false, will the char move left
:A-(getKey(3)*(D=0))→A

What you could do, for a somewhat-inefficient yet nearly foolproof solution, check the coordinates to see if the char is going into a wall.
This could be as simple as adding another check:
:A-(getKey(2)*(C=0)*(A>>0))→A
And (A<<56) for the right wall.

Hope this helps :)

Vy'o'us pleorsdti thl'e gjaemue

Ashbad

  • Guest
Re: Problem
« Reply #8 on: July 22, 2011, 08:51:37 am »
I think you actually will want an A+ in stead of an A- on the second long expression that stores to A.  Also, somewhat optimized \o/

Code: [Select]
A-(getKey(2) and (A>>0) and not(pxl-Test(A+1,B+5→r1))?1,0)+(getKey(3) and (A<<56) and not(pxl-Test(A+6,r1))?1,0)→A

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Problem
« Reply #9 on: July 22, 2011, 08:29:54 pm »
I think you can actually get rid of the ?1,0 stuff since you're already working with booleans.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Re: Problem
« Reply #10 on: July 22, 2011, 11:02:48 pm »
Thanks to all who helped! I am coding in changes now, but I may wait to compile until the Axe messing with flash problem is fixed.

Btw, Ashbad, your code is way beyond my puny Axe knowledge.  ???

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Problem
« Reply #11 on: July 24, 2011, 09:33:45 am »
Just a question, why would you do:

Code: [Select]
A-getKey(A)→A
getKey(A) returns 1 or 0 (if A is pressed or not)...

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Re: Problem
« Reply #12 on: July 24, 2011, 09:34:42 am »
Is that in my code?

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Problem
« Reply #13 on: July 24, 2011, 10:10:20 am »
Code: [Select]
:A-getKey(2)→A
:A+getKey(3)→A

That is.
« Last Edit: July 24, 2011, 10:10:31 am by ephan »

Offline calcdude84se

  • Needs Motivation
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2272
  • Rating: +78/-13
  • Wondering where their free time went...
    • View Profile
Re: Problem
« Reply #14 on: July 24, 2011, 06:58:45 pm »
That decrements A if the left arrow is being pressed and increments it if the right arrow is. Though, if it's exactly as ephan quotes it, you shouldn't have it in two lines.
Code: [Select]
A-getKey(2)+getKey(3)→AThis works just as well.
Edit: Woah, look at Ashbad's code :crazy:
« Last Edit: July 24, 2011, 06:59:37 pm by calcdude84se »
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.