Apparently, I think Gradius is cool and I want to implement the Option thingy into CS2D. You know the glowing orb that follow player and shoot right?
So far I can make the image follow me smoothly. I can also make them shot snowball too.
But I think snowball and rocket are boring so I make a custom bullet.
But the problem is I don't know how to do collision detection for that bullet. If anyone know how, please let me know.
Updated: The collision detection is working now. However, there a bug I still don't know why. When the bullet collide somewhere near the drone, all the next bullets range get shorten. I can't shot any further until I stop holding right mouse button for a while.
I guess it have something to do with the freeimage timer on line 97.
But without it, the bullet won't disappear.
Here is the code that I use to make bullet. Sorry for posting a long code. If you want to see where the problem is, just skip to line 80 - 146:
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bullet_speedDam = 1 --bullet speed dam -- more mean slower --create bullet drone_id = {} drone_x = {} drone_y = {} --player last positions drone_player_lastx = {} drone_player_lasty = {} drone_player_index_use = 1 --at which pos drone is tracing drone_player_index_write = 1 --at which index player last pos got update drone_update = false --check when player last pos should be updated drone_moving = false --check when drone should start chasing player drone_chain_length = 5 --drone chain's length drone_chain_distance = 0 --extra distance between each drone bullet_speedDam = 3--bullet speed dam -- more mean slower bullet_id = {} bullet_id_max = 3200 bullet_id_index = 1 bullet_id_lifespand = {} --key check variables and key bind key_hold_w = false key_hold_a = false key_hold_s = false key_hold_d = false key_hold_mouse1 = false addbind("W") addbind("A") addbind("S") addbind("D") addbind("mouse1") --create drone function make_drone(d_id) drone_id[d_id] = image("gfx/sprites/flare1.bmp",player(1,"x"),player(1,"y"),0) imagecolor(drone_id[d_id],255,100,0) imageblend(drone_id[d_id],1) tween_animate(drone_id[d_id],100,4) end function drone_follow() 	if(key_hold_w or key_hold_a or key_hold_s or key_hold_d) then 		drone_player_lastx[drone_player_index_write] = player(1,"x") 		drone_player_lasty[drone_player_index_write] = player(1,"y") 		drone_player_index_write = drone_player_index_write + 1 		if(drone_player_index_write > drone_chain_length) then 		 drone_player_index_write = 1 		 drone_moving = true 		end 		if(drone_moving) then 			drone_player_index_use = drone_player_index_use + 1 			if(drone_player_index_use > drone_chain_length) then 				drone_player_index_use = 1 			end 			 			for i = 0, 1 do 				if(drone_player_index_use - i - drone_chain_distance>= 1) then 					drone_x[i+1] = drone_player_lastx[drone_player_index_use - i - drone_chain_distance] 					drone_y[i+1] = drone_player_lasty[drone_player_index_use - i - drone_chain_distance] 					tween_move(drone_id[i+1],100,drone_x[i+1],drone_y[i+1]) 				else 					drone_x[i+1] = drone_player_lastx[drone_chain_length + (drone_player_index_use - i - drone_chain_distance)] 					drone_y[i+1] = drone_player_lasty[drone_chain_length + (drone_player_index_use - i - drone_chain_distance)] 					tween_move(drone_id[i+1],100,drone_x[i+1],drone_y[i+1]) 				end 				 			end 		end 	end end --create bullet function spawn_bullet(id,x,y,dir,dis) 	local lifespand 	local i_id 	 	if(x ~= nil and y ~= nil) then 		i_id = image("gfx/sprites/raindrop.bmp",x,y,0) 		 		dir = (dir - 90) --direction 		imagecolor(i_id,100,100,255) 		imageblend(i_id,1) 		imagepos(i_id,x,y,dir - 90) 		 		--make bullet move toward the destination 		tween_move(i_id,bullet_speedDam * dis, x + dis * math.cos(math.rad(dir)), y + dis * math.sin(math.rad(dir)), dir - 90) 		 		--free bullet when it's reach max distance 		timer(bullet_speedDam * dis,"freeimage",i_id) 		 		--collition detection call -- when to call this using timer? 		image_collision(i_id,lifespand) 	end end function image_collision(i_id,lifespand) --how should I do this? 	local x 	local y 	local hitbox 	local hitList 	local hitWall = false 	local tile_property 	 	--msg(type(lifespand)) 	 	if(imageparam(i_id,"x") and imageparam(i_id,"y")) then 		x = imageparam(i_id,"x") + 16 * math.cos(math.rad(imageparam(i_id,"rot") + 90)) 		y = imageparam(i_id,"y") + 16 * math.sin(math.rad(imageparam(i_id,"rot") + 90)) 		--local hitbox = image("gfx/sprites/flare1.bmp",x,y,0) 		--imagecolor(hitbox,255,0,0) 		--imageblend(hitbox,1) 		--tween_animate(hitbox,100,4) 		 		hitList = closeplayers(x,y,16,1) 		tile_property = tile((x - 16)/ 32,(y - 16) / 32,"property") 		 		if(tile_property == 1 or tile_property == 3 or tile_property == 5) then 			hitWall = true 		end 		 		if(hitWall) then 			msg("hit wall") 			freeimage(i_id) 		--	freeimage(hitbox) 		else 			if (hitList[1] ~= nil) then 				msg("hit player id: "..hitList[1].." at index"..1) 				freeimage(i_id) 			--	freeimage(hitbox) 			else 				--set up next function call 			--	timer(10,"freeimage",hitbox) 				--life = life - 10 				timer(10,"image_collision",i_id,life) 			end 		end 	end end --make drone on spawn addhook("spawn","hook_spawn") function hook_spawn(id) 	--make drone for player 1 if (id == 1) then make_drone(1) 	make_drone(2) 	--make_drone(3) 	--make_drone(4) end end --key check addhook("key","hook_key") function hook_key(id,key,state) 	if(id == 1) then 		if(key == 'W') then 			if(state == 1) then 				key_hold_w = true 			elseif(state == 0) then 				key_hold_w = false 			end 		elseif(key == 'A') then 			if(state == 1) then 				key_hold_a = true 			elseif(state == 0) then 				key_hold_a = false 			end 		elseif(key == 'S') then 			if(state == 1) then 				key_hold_s = true 			elseif(state == 0) then 				key_hold_s = false 			end 		elseif(key == 'D') then 			if(state == 1) then 				key_hold_d = true 			elseif(state == 0) then 				key_hold_d = false 			end 		elseif(key == "mouse1") then 			if(state == 1) then 				key_hold_mouse1 = true 			elseif(state == 0) then 				key_hold_mouse1 = false 			end 		end 	end end addhook("ms100","hook_ms100") function hook_ms100() 	--make drone follow player 1 	drone_follow() 	 	 	--rapid fire mode 	if(key_hold_mouse1) then 		for i = 1, 4 do 			--parse("spawnprojectile "..id.." 75 "..drone_x[i].." "..drone_y[i].." 360 "..player(1,"rot")) --shot snowball 			spawn_bullet(1,drone_x[i],drone_y[i],player(1,"rot"),360) 		end 	end 	 end addhook("attack","hook_attack") function hook_attack(id) 	--attack fire mode 	if(id == 1) then 		for i = 1, 2 do 			--parse("spawnprojectile "..id.." 75 "..drone_x[i].." "..drone_y[i].." 360 "..player(1,"rot")) 			--spawn_bullet(1,drone_x[i],drone_y[i],player(1,"rot"),360) 		end 	end end addhook("die","hook_die") function hook_die(id) 	--free drone when die 	if(id == 1) then 		for i = 1, 2 do 			freeimage(drone_id[i]) 		end 	end end
edited 2×, last 22.10.19 08:15:08 am