SFML community forums
Help => Graphics => Topic started by: sptroyer on May 21, 2014, 03:48:47 am
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How can I make my Mario jump and then fall back down using this code:
#include<SFML/Graphics.hpp>
#include<iostream>
int main()
{
enum Direction { Right };
sf::RenderWindow Window(sf::VideoMode(800, 600, 32), "SpriteSheet Animation");
sf::Texture texture;
sf::Texture tex;
sf::Texture up;
sf::Sprite sprite;
sf::Sprite still;
sf::Sprite jump;
sf::Vector2i source(1, Right);
if(!texture.loadFromFile("Data/Running.gif"))
std::cout << "could not locate the specified file" << std::endl;
else
sprite.setTexture(texture);
if(!tex.loadFromFile("Data/Standing.gif"))
std::cout << "could not locate the specified file" << std::endl;
else
still.setTexture(tex);
if(!up.loadFromFile("Data/Jumping.gif"))
std::cout << "could not locate the specified file" << std::endl;
else
jump.setTexture(up);
sprite.setPosition(0,400);
jump.setPosition(0,-400);
still.setPosition(0,400);
while(Window.isOpen())
{
sf::Event Event;
while(Window.pollEvent(Event))
{
if(Event.type == sf::Event::Closed || Event.key.code == sf::Keyboard::Escape)
Window.close();
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
sprite.move(.1,0);
sprite.setTextureRect(sf::IntRect(source.x * 15, source.y * 20, 15, 20));
still.setPosition(-50,-50);
jump.setPosition(-50,-50);
}
if (Event.type == sf::Event::KeyReleased && Event.key.code == sf::Keyboard::Right) {
still.setPosition(sprite.getPosition().x,sprite.getPosition().y);
sprite.setTextureRect(sf::IntRect(source.x * 0, source.y * 0, 0, 0));
jump.setPosition(-50,-50);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
sprite.setTextureRect(sf::IntRect(source.x * 0, source.y * 0, 0, 0));
still.setPosition(-50,-50);
jump.setPosition(sprite.getPosition().x,sprite.getPosition().y);
}
if (sprite.getPosition().x < 0 )
{
sprite.setPosition(0, 400);
}
if (sprite.getPosition().x > 786)
{
sprite.setPosition(0, 400);
}
source.x++;
if(source.x * 15 >= texture.getSize().x)
source.x = 0;
Window.clear();
Window.draw(still);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
Window.draw(sprite);
}
Window.draw(jump);
Window.display();
}
return 0;
}
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No need for creating the same post twice?
And use the code tag for your code, and maybe a spoiler too.
Everything event related should be inside the event loop, and real time input should be outside...
Use the time to move your sprite, otherwise it does run differently on different PC`s.
To the question: With "this code" you obviously can't make your Mario jump :p
How jumping works is adding gravity to a "fallVelocity" which affects Mario all the time. If he hits some sort of ground or a block above his head you set this value to 0. If you jump you just subtract a certain amount (experiment a bit with the values)
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Thank you