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Messages - Zephilinox

Pages: 1 2 [3]
31
Graphics / Key Released?
« on: March 16, 2012, 04:44:51 pm »
Quote from: "Laurent"
There's also the online doc, the official examples, the forum, etc...

But anyway, here is the code:
Code: [Select]
case sf::Event::KeyReleased: // need to figure out a way of knowing which key it was so I don't stop both paddles
                if (Event.key.code == sf::Keyboard::W || Event.key.code == sf::Keyboard::S)
                    IsMoving1 = false;

                if (Event.key.code == sf::Keyboard::Up || Event.key.code == sf::Keyboard::Down)
                    IsMoving2 = false;
                break;


thanks, that works perfectly.

32
Graphics / Key Released?
« on: March 15, 2012, 11:03:30 pm »
I've already looked at that, and saying the input hasn't changed really isn't true, its completely different, I've tried adapting it based on the documentation and random attempts, but I just can't get it functional, the closest I could get is this (i.e actually compile), but it stops both paddles regardless.

Code: [Select]

case sf::Event::KeyReleased: // need to figure out a way of knowing which key it was so I don't stop both paddles
                if (sf::Keyboard::W || sf::Keyboard::S)
                    IsMoving1 = false;

                if (sf::Keyboard::Up || sf::Keyboard::Down)
                    IsMoving2 = false;
                break;


all I need is a simple, single, line of code, that I can check to see if a key has been released.

33
Graphics / Key Released?
« on: March 15, 2012, 10:40:36 pm »
what tutorial? I didn't think sfml2 had any tutorials.

34
Graphics / Key Released?
« on: March 15, 2012, 10:21:04 pm »
I'm trying to get a functioning ping pong game working in sfml2, despite reading and re-reading the documentation, I can't figure out how to find if a key was released, so that I can stop individual paddles from moving.

Code: [Select]
switch (Event.type)
{
case sf::Event::Closed:
Window.close();
break;
            case sf::Event::MouseButtonPressed:
                Ball.setPosition(sf::Mouse::getPosition(Window).x - Texture1.getWidth() / 2, sf::Mouse::getPosition(Window).y  - Texture1.getHeight() / 2); // test, disable for release
                break;
            case sf::Event::KeyPressed:
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
                    {IsMovingUp1 = true; IsMoving1 = true;}
                else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
                    {IsMovingUp1 = false; IsMoving1 = true;}

                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
                    {IsMovingUp2 = true; IsMoving2 = true;}
                else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
                    {IsMovingUp2 = false; IsMoving2 = true;}
                break;
            case sf::Event::KeyReleased: // need to figure out a way of knowing which key it was so I don't stop both paddles
                IsMoving1 = false;
                IsMoving2 = false;
                break;
default:
break;
}

35
Graphics / Smooth movement in SFML 2.0?
« on: March 15, 2012, 05:29:45 pm »
the way I did it was make two bools, IsMoving and IsMovingUp, and then change them based on key presses in pollEvent, then outside that you make it move based on speed multiplied by the time since the last frame or however you are doing it, this makes it smooth since it doesn't have to recheck all events each frame to make it move.

36
General / SFML app does nothing
« on: March 15, 2012, 03:01:26 am »
are you using sfml 1.6? I've heard there are problems in 1.6 about people using ATI graphic cards, it might be related to your problem if you have one.

37
General discussions / New naming convention
« on: March 15, 2012, 02:54:09 am »
Quote from: "Laurent"
I'll make a release candidate soon, by the way.


awesome, now I can cross compile my projects.

38
SFML projects / The Hangman
« on: March 15, 2012, 02:31:28 am »
this is a really well polished game, thanks for the source code, I'll look over it later, it will be really useful to me.

39
SFML projects / Before the Reign
« on: March 15, 2012, 02:17:31 am »
Ah, I see, that is a little unintuative don't you think? it does look good, although there are some overlaps where there shouldn't be and the dialog boxes look really odd, the text is also quite hard to read.

but I'm being really pessimistic, good job with the game, I definitely couldn't build something like that.

Odd that you can't get it running in windows 7, considering I could get it running in wine, try adding a compatibility layer with XP and see if that works.

40
SFML projects / Before the Reign
« on: March 14, 2012, 09:25:30 pm »
Can't figure out how to exit the building which the NPC called Jacob is inside of...

41
General / Can't compile code, 'class sf::X' has no member named 'Y'
« on: March 12, 2012, 11:50:47 pm »
Dynamic libraries seem to work, thanks :D

42
General / Can't compile code, 'class sf::X' has no member named 'Y'
« on: March 12, 2012, 11:35:54 pm »
ugh camelCase... thanks, that fixed that, but now I get this..

edit: alright, I'll try it with dynamic.

Code: [Select]

/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `_ZN2sf12RenderTarget13resetGLStatesEv.part.2':|
RenderTarget.cpp|| undefined reference to `glDisable'|
RenderTarget.cpp|| undefined reference to `glDisable'|
RenderTarget.cpp|| undefined reference to `glEnable'|
RenderTarget.cpp|| undefined reference to `glEnable'|
RenderTarget.cpp|| undefined reference to `glEnable'|
RenderTarget.cpp|| undefined reference to `glAlphaFunc'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glEnableClientState'|
RenderTarget.cpp|| undefined reference to `glEnableClientState'|
RenderTarget.cpp|| undefined reference to `glEnableClientState'|
RenderTarget.cpp|| undefined reference to `__GLEW_EXT_blend_func_separate'|
RenderTarget.cpp|| undefined reference to `__glewBlendFuncSeparateEXT'|
RenderTarget.cpp|| undefined reference to `glLoadMatrixf'|
RenderTarget.cpp|| undefined reference to `glBindTexture'|
RenderTarget.cpp|| undefined reference to `__glewUseProgramObjectARB'|
RenderTarget.cpp|| undefined reference to `glBlendFunc'|
/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `sf::RenderTarget::clear(sf::Color const&)':|
RenderTarget.cpp|| undefined reference to `glClearColor'|
/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `sf::RenderTarget::pushGLStates()':|
RenderTarget.cpp|| undefined reference to `glPushAttrib'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glPushMatrix'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glPushMatrix'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glPushMatrix'|
/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `sf::RenderTarget::popGLStates()':|
RenderTarget.cpp|| undefined reference to `glPopAttrib'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glPopMatrix'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glPopMatrix'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `sf::RenderTarget::applyCurrentView()':|
RenderTarget.cpp|| undefined reference to `glViewport'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
RenderTarget.cpp|| undefined reference to `glLoadMatrixf'|
RenderTarget.cpp|| undefined reference to `glMatrixMode'|
/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `sf::RenderTarget::draw(sf::Vertex const*, unsigned int, sf::PrimitiveType, sf::RenderStates const&)':|
RenderTarget.cpp|| undefined reference to `__GLEW_EXT_blend_func_separate'|
RenderTarget.cpp|| undefined reference to `__glewBlendFuncSeparateEXT'|
RenderTarget.cpp|| undefined reference to `glVertexPointer'|
RenderTarget.cpp|| undefined reference to `glColorPointer'|
RenderTarget.cpp|| undefined reference to `glTexCoordPointer'|
RenderTarget.cpp|| undefined reference to `glDrawArrays'|
RenderTarget.cpp|| undefined reference to `__glewUseProgramObjectARB'|
RenderTarget.cpp|| undefined reference to `glLoadMatrixf'|
RenderTarget.cpp|| undefined reference to `glBlendFunc'|
RenderTarget.cpp|| undefined reference to `glLoadMatrixf'|
RenderTarget.cpp|| undefined reference to `glBlendFunc'|
RenderTarget.cpp|| undefined reference to `glBlendFunc'|
RenderTarget.cpp|| undefined reference to `glBindTexture'|
RenderTarget.cpp|| undefined reference to `glBlendFunc'|
/home/z/Programming/sfml2/lib/libsfml-graphics-s.a(RenderTarget.cpp.o)||In function `sf::RenderTarget::applyBlendMode(sf::BlendMode)':|
RenderTarget.cpp|| undefined reference to `__GLEW_EXT_blend_func_separate'|
RenderTarget.cpp|| undefined reference to `__glewBlendFuncSeparateEXT'|
||More errors follow but not being shown.|
||Edit the max errors limit in compiler options...|
||=== Build finished: 50 errors, 0 warnings ===|

43
General / Can't compile code, 'class sf::X' has no member named 'Y'
« on: March 12, 2012, 11:16:34 pm »
I've recently moved to ubuntu from windows, in windows I could get SFML working but I can't seem to get it working in ubuntu, I'm pretty sure I made it [sfml 2.0] properly so it must be a linker/compiler problem.

I'm using codeblocks.

I'm trying to compile this:

Code: [Select]
#include <SFML/Graphics.hpp>

int main()
{
sf::RenderWindow Window(sf::VideoMode(800, 600, 32), "SFML Sample Application");

while (Window.IsOpen())
{
sf::Event Event;
while (Window.PollEvent(Event))
{
switch (Event.Type)
{
case sf::Event::Closed:
Window.Close();
break;
default:
break;
}
}

Window.Clear(sf::Color(0, 255, 255));
Window.Display();
}

return 0;
}



with static libraries, in settings>compiler>global compiler>search directories>compiler I have "/home/z/Programming/sfml2/include" and in settings>compiler>global compiler>search directories>linker I have "/home/z/Programming/sfml2/lib", in settings>compiler>global compiler>compiler settings>#defines I have "SFML_STATIC".

then in my project build options, I have this in debug>linker settings>link libraries

Code: [Select]

sfml-graphics-s-d
sfml-audio-s-d
sfml-window-s-d
sfml-network-s-d
sfml-system-s-d


and I have this in release>linker settings>link libraries

Code: [Select]

sfml-graphics-s
sfml-audio-s
sfml-window-s
sfml-network-s
sfml-system-s


Am I missing something? these are the errors I'm getting:

Code: [Select]

/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp||In function ‘int main()’:|
/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp|7|error: ‘class sf::RenderWindow’ has no member named ‘IsOpen’|
/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp|10|error: ‘class sf::RenderWindow’ has no member named ‘PollEvent’|
/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp|12|error: ‘class sf::Event’ has no member named ‘Type’|
/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp|15|error: ‘class sf::RenderWindow’ has no member named ‘Close’|
/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp|22|error: ‘class sf::RenderWindow’ has no member named ‘Clear’|
/media/Storage/Programming/C++/Real Projects/SFML/SFML START 1[LINUX]/main.cpp|23|error: ‘class sf::RenderWindow’ has no member named ‘Display’|
||=== Build finished: 6 errors, 0 warnings ===|

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