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Ping Pong DX - Page 2 — Gideros Forum

Ping Pong DX

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  • Please note that I went through some gideros brick game code on github, but he/she wasn't using table + he/she was using box2d which I am not at yet.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • I used the TileMap for the bricks. I just cleared the cell when it was hit.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
  • Thank you sinistersoft. I am almost getting where I want to go with bricks in a table. Right now I am assigning the bricks (sprites) to another table then I should be able to do stage:removeChild(bricks[l][c]). If I can't get it then I will explore the TileMap.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • MoKaLuxMoKaLux Member
    edited March 2019
    cool that worked:
    A
    for l = 1, 6 do
    	level[l] = {}
    	bricks[l] = {}
    	for c = 1, 15 do
    		level[l][c] = 1
    		bricks[l][c] = nil
    	end
    end

    B
    local bx, by = 0, 0
    for l = 1, 6 do
    	bx = 0
    	for c = 1, 15 do
    		if level[l][c] == 1 then
    			local r = Pixel.new(0x00ff00, 0.75, brickwidth - 5, brickheight - 5)
    			r:setAnchorPoint(0.5, 0.5)
    			r:setPosition(bx, by)
    			bricks[l][c] = r
    			stage:addChild(r)
    		end
    		bx = bx + brickwidth
    	end
    	by = by + brickheight
    end

    THE COLLISIONS
    		-- BRICKS COLLISION
    		local c = math.floor(myball:getX() / brickwidth) + 1
    		local l = math.floor(myball:getY() / brickheight) + 1
    		if c >= 1 and c <= 15 and l >= 1 and l <= #level then
    			if level[l][c] == 1 then
    				level[l][c] = 0
    				print(l..","..c)
    --				if bricks[l][c] ~= nil then
    					stage:removeChild(bricks[l][c])
    --				end
    				ballspeedy = - ballspeedy
    			end
    		end</pre>


    The code isn't optimized or anything, I am not a gideros guru yet!
    Have fun!

    Likes: SinisterSoft, pie

    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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  • Apollo14Apollo14 Member
    edited March 2019
    if I understood correctly (sorry if I didn't), you can combine 'getChildAt' and 'removeChildAt' methods
    stage:getChildAt(l):removeChildAt(c)
    p. s. btw you can shorten lua code with Gideros' mutation operators
    --ballspeedy = - ballspeedy
    ballspeedy-=ballspeedy
    --bx = bx + brickwidth
    bx+=brickwidth

    Likes: SinisterSoft

    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
    “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
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  • hi apollo14, I don't think that would work because sprites position are stored in a two dimension array (x, y) in my case line, column. It may work with a pair but I am not that far yet into lua.

    Thank you for the shorten lua code, I will use it from now on.

    Have fun you all.
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • antixantix Member
    Just off the top of my head maybe you could just use another table called "bricks" to store pointers to your brick Pixel objects..
    bricks = {}
     
    level = {}
    for r = 1, 6 do
       local l = {}
       local b = {}
       for c = 1, 15 do
          l[#l + 1] = 1
          b[#b + 1] = nil -- add empty pointer to bricks row
       end
       level[#level + 1] = l
      bricks[#bricks + 1] = b -- save bricks row
    end
     
    local bx, by = 0, 0
    for l = 1, 6 do
       bx = 0
       for c = 1, 15 do
          if level[l][c] == 1 then
            local r = Pixel.new(0x00ff00, 0.75, brickwidth, brickheight)
            r:setAnchorPoint(0.5, 0.5)
            r:setPosition(bx, by)
            stage:addChild(r)
     
            bricks[l][c] = r -- add the brick
     
          end
          bx = bx + brickwidth
       end
       by = by + brickheight
    end
     
    local c = math.floor(myball:getX() / brickwidth) + 1
    local l = math.floor(myball:getY() / brickheight) + 1
    if c >= 1 and c <= 15 and l >= 1 and l <= #level then
       if level[l][c] == 1 then
          ballspeedy = - ballspeedy
          level[l][c] = 0
     
          bricks[l][c]:removeFromParent() -- remove brck from stage
          bricks[l][c] = nil -- remove brick from bricks
       end
    Note: I didn't test that at all but it should work.. just scream out if it doesn't :D
  • thank you antix, I already got my brick game working. I am learning gideros making simple demo apps.

    Your code looks kind of what I have: a brick table + a level table. Then I was able to remove a brick, at a given position in the level, upon collision.

    Anyway your code is very helpful.

    Now I am learning the basics of tilemaps with gideros.


    PS: you should show some code in your devblog =)


    Have fun!

    Likes: antix

    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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  • antixantix Member
    @MoKaLux Thanks, yes I should have more code in my devblog.. mostly it's a rant about my daily life currently :D

    Likes: SinisterSoft

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  • @antix you seem to be quite a good of a developer indeed! you know that gideros lacks tutorials. So far I have learnt the basics that is: bitmaps (scale, position, ...) + moving a sprite with the keyboard + tables with my pong demo (collisions) + tilemaps.

    Right now I am on a plateformer demo (physics).

    I am trying to get the best practices as well (using macros, ...) and I may do youtube tutorials, but I am not there quite yet.

    See you gideros boy and the others gideros fans!

    Likes: SinisterSoft

    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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