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Messages - Bonediggerninja

Pages: [1]
1
Graphics / Re: Can't see my vertex array.
« on: January 02, 2018, 02:56:03 pm »
I want to display a whole row of hearts, not just one. Also, could you point out some of the serious mistakes, I know a few of them that I'm going to fix but it'll be good to know the rest. Thanks.

2
Graphics / Can't see my vertex array.
« on: January 02, 2018, 02:32:33 pm »
Based on the tileset from the vertex array tutorial, I have tried to make my own variant for hearts, since i know the tile size and that it will only be one row, I can eliminate some variables.

class health: public sf::Drawable, public sf::Transformable {
public:
        int hp;
        sf::Texture heartTexture;
       
        sf::VertexArray m_vertices;
        void init(void) {
                heartTexture.loadFromFile("Heart.png");
                hp = 12;
        }
        void load(void) {
                int x = 0;
                m_vertices.setPrimitiveType(sf::Quads);
                m_vertices.resize(ceil(hp / 4));
                //Looping throughout each heart.
                for (x = 0; x <= m_vertices.getVertexCount(); x++) {
                       
                        if (x == m_vertices.getVertexCount()) {
                                sf::Vertex* quad = &m_vertices[x];
                                quad[0].position = sf::Vector2f(10 + x * 32, 50);
                                quad[1].position = sf::Vector2f(10 + ((x + 1) * 32), 50);
                                quad[2].position = sf::Vector2f(10 + ((x + 1) * 32), 82);
                                quad[3].position = sf::Vector2f(10 + x * 32, 82);

                                quad[0].texCoords = sf::Vector2f((4-(hp % 4)) * 32, 0);
                                quad[1].texCoords = sf::Vector2f(4-((hp % 4)) * 32 + 32, 0);
                                quad[2].texCoords = sf::Vector2f((4-(hp % 4)) * 32 + 32, 32);
                                quad[3].texCoords = sf::Vector2f((4-(hp % 4)) * 32, 32);
                        }
                        else {
                                sf::Vertex* quad = &m_vertices[x];
                                quad[0].position = sf::Vector2f(10 + x * 32,50);
                                quad[1].position = sf::Vector2f(10 + ((x + 1) * 32), 50);
                                quad[2].position = sf::Vector2f(10 + ((x + 1) * 32), 82);
                                quad[3].position = sf::Vector2f(10 + x * 32, 82);

                                quad[0].texCoords = sf::Vector2f(0, 0);
                                quad[1].texCoords = sf::Vector2f(0 + 32, 0);
                                quad[2].texCoords = sf::Vector2f(0 + 32, 32);
                                quad[3].texCoords = sf::Vector2f(0, 32);

                        }// End If else
                }
        }// end of function
private:
        virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
        {
                // apply the transform
                states.transform *= getTransform();
                states.texture = &heartTexture;

                // draw the vertex array
                target.draw(m_vertices, states);
        }
};

and a simplified version of the main that uses it.
int main() {
       
       
       
        sf::RenderWindow windows(sf::VideoMode(800,600), "Game");
        windows.setFramerateLimit(60);
health p1Health;
        p1Health.init();
        p1Health.load();
while (windows.isOpen()) {
       
                        // check all the window's events that were triggered since the last iteration of the loop
                        sf::Event event;
                        while (windows.pollEvent(event))
                        {
                                // "close requested" event: we close the window
                                if (event.type == sf::Event::Closed)
                                        windows.close();
                        }
        windows.clear();
                        windows.draw(p1.charSprite);
                        windows.draw(box.hurtbox);
                        windows.draw(p1Health);
                        windows.display();

        }
       
        return 0;
}
however when I load up the program I see no heart, but there are no errors. Each heart image is 32*32, and there are four of them in one texture. The image is attached.

3
General / Using Partial filenames
« on: November 19, 2017, 08:52:44 am »
just a simple question, how would I program opening an image from a folder which is in the directory folder? Or for a file somewhere else?"

4
Graphics / Re: Can move up but not down.
« on: August 22, 2017, 10:29:59 am »
Thanks a lot.

The yReset function was to see if the position of the sprite was above or below a certain yPos, and if it was, to bring it back below the threshold. I had removed what it contained because it didn't affect the result. However, it was converting a float to an int, rounding it and not moving down.

Can you please elaborate on what you mean by "Key repeat delay"? It's responsive as far as I can tell.

And if I shouldn't use decimals, how should I move my character at a non-supersonic rate?


5
Graphics / Can move up but not down.
« on: August 22, 2017, 07:59:13 am »
 
       
sf::Vector2f buttonCheck() {
        sf::Vector2f key = sf::Vector2f(0, 0);
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
                key.x -= 1;
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
                key.x += 1;
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
                key.y -= 1;
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
                key.y += 1;
        }

        return key;
}

int yReset(int yPos) {
       
//     Yup, literally nothing
        return yPos;
}



charSprite.move(0.25 * keyCheck.x , 0.25 * keyCheck.y);
charSprite.setPosition(charSprite.getPosition().x, yReset(charSprite.getPosition().y )
//Where keycheck is the return of the button check function.


);

However, if I remove the yReset, I can move down.

Why?
Any help is appreciated.

6
Graphics / Shape Functions not working in classes.
« on: June 10, 2017, 12:06:15 pm »
#include <SFML/Graphics.hpp>
#include <SFML\System.hpp>
#include <SFML\Window.hpp>




class player {
public:
        int the = 5; //Works
        sf::Font font; //Works
        sf::RectangleShape shape(sf::Vector2f(50, 50)); //Does not
        sf::CircleShape circle(50); //Does not
};
int main()
{
        sf::CircleShape circle2(50); //Does

 
It gives me the error "Function definition for ( shape name, not class) not found."
I don't think this is a sfml linking problem, but I could be wrong.
I am using VS 2015, If that matters.
Thanks in advance.

7
Graphics / Can you make a sprite move the way it's rotated?
« on: February 08, 2017, 07:13:33 am »
 :) :D  ;D

Can you make a sprite move the way it's rotated?

For example
sprite.setRotation(60);
sprite.move(60); //but in the way it's rotated;

Thanks in advance? 8) 8) 8) 8) 8) 8)

8
General / Returning sprites through functions.
« on: December 10, 2016, 06:23:26 am »
I have a header file that has a function. That loads my sprites since I have 35 of the same. However, I need to draw the sprites in my main file. Or, If there is a better way to do this?

How would I return my 35 sprites to my main file?

Code

Pathfind.h
#pragma once

#include<iostream>
#include<cmath>

//Sfml Includes
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>




void createMap(int) {

        int rowNumber = 1;
        sf::Texture mapSprites;
        int map[35] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
        int tileNumber = 1;

        if (!mapSprites.loadFromFile("LevelSprites.png")) {

                std::cout << "mapSprites not Loading" << std::endl;
        } //For loading the sprites.

        std::vector<sf::Sprite> sprites(35, sf::Sprite(mapSprites));


        for(tileNumber = 0; tileNumber < 35; tileNumber++) {
               
                if (map[tileNumber] == 0){
                       
                        for (int i = 0; i < sprites.size(); i++) {
                               
                               
                                sprites[i].setTextureRect(sf::IntRect(0, 0, 60, 60)); //First panel
                                sprites[i].setPosition( (tileNumber % 7 + 1) * 60, rowNumber * 60);
                                sprites[i].setScale(2, 2);
                        }
               
                }//end if statement
                if (tileNumber % 7 == 0)
                        rowNumber++;
        }//ends for statement

       
}

Main code
#include<iostream>
#include <cstdlib> //Random No
#include <ctime> //Time
//Sfml Includes
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>

#include"Pathfind.h"
int main() {


        std::cout << "Swords of Alleria Start" << std::endl;
        sf::RenderWindow window(sf::VideoMode(840, 600), "Swords of Alleria");
        sf::Event CloseCheck;  
        window.setFramerateLimit(60);

       
        sf::Font font;
        createMap(0);
        if (!font.loadFromFile("corbel.ttf")) {

                std::cout << "Error: Font not found." << std::endl;

        }
        else {

                std::cout << "Font corble Loaded" << std::endl;
        }

        //Random Seed
        srand(time(NULL));

        while (window.isOpen())
        {
               
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Return)) {

                }
                while (window.pollEvent(CloseCheck))
                {
                       
                        if (CloseCheck.type == sf::Event::Closed)
                                window.close();
                }
               
                window.clear(sf::Color::Black);
                //I need to draw them here

                window.display();
        }



        return 0;
}

thanks in advance.

9
SFML projects / Re: Simple Paddle - a simpleton's attempt at Pong!
« on: December 07, 2016, 07:35:21 am »
I'd Love an Ai for this :D :D

10
SFML projects / Re: Racod's lair - a coop dungeon crawler [Demo Release]
« on: December 07, 2016, 07:33:54 am »
I found a glitch I have not been able to replicate.

I switch my quickslot to no 1.
Pressed enter on a wooden chest(thought they opened)

Crash.

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