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Messages - Orwel

Pages: [1]
1
General discussions / Re: SFML 2.0 Tutorials?
« on: October 03, 2012, 09:28:21 pm »
I think SFML2 is more easier than SFML1.6 .

Input class is globall (dont need pointer to Window).
Drawable and Transformable are separated. It is not more easy, but you miss a lot of error with that  :P

No really, i can not find diffirence for my level  ;D. Just name of class and function who change. And a lot of bugs are fixed, and a lot of new bug  :P

It is really easy translate 1.6 to 2 and you can use tutorial on 1.6

Quote
That's the point of releasing a new major version: breaking things.

Don't destroy higth level class, please  :'(

2
SFML projects / Re: Thor 2.0
« on: August 29, 2012, 08:08:35 pm »
Hello,

i have problem to compil Thor in dynamic.

In tutorial, i dont have make this action :
Quote
Important: Do not only compile SFML, but also install it. That means, you have to build the install target. You do that as follows:

But it is not problem i think, because i can compil Thor in static.

I cut error message, because he are long and repeat same sentence :
...
CMakeFiles\thor.dir/objects.a(StopWatch.cpp.obj):StopWatch.cpp:(.text+0xfd): und
efined reference to `_imp___ZN2sf5Clock7restartEv'
CMakeFiles\thor.dir/objects.a(Timer.cpp.obj):Timer.cpp:(.text+0x7a): undefined r
eference to `_imp___ZN2sf4Time4ZeroE'
CMakeFiles\thor.dir/objects.a(Timer.cpp.obj):Timer.cpp:(.text+0xf8): undefined r
eference to `_imp___ZN2sfmiENS_4TimeES0_'
CMakeFiles\thor.dir/objects.a(Timer.cpp.obj):Timer.cpp:(.text+0x106): undefined
reference to `_imp___ZN2sf4Time4ZeroE'
CMakeFiles\thor.dir/objects.a(Timer.cpp.obj):Timer.cpp:(.text+0x120): undefined
reference to `_imp___ZN2sfltENS_4TimeES0_'
CMakeFiles\thor.dir/objects.a(Timer.cpp.obj):Timer.cpp:(.text+0x162): undefined
reference to `_imp___ZN2sfgeENS_4TimeES0_'
collect2: ld returned 1 exit status
mingw32-make[2]: *** [src/libthor.dll] Error 1
mingw32-make[1]: *** [src/CMakeFiles/thor.dir/all] Error 2
mingw32-make: *** [all] Error 2
 

I think this problem is file's name of dynamic SFML library. See :
libsfml-audio.a
libsfml-graphics.a
libsfml-main.a
libsfml-system.a
libsfml-window.a
 

In debug, replace ".a" by "-d.a".

Result is :
libthor.dll.a
 

But not ".dll"  :(

If you need other information, dont hesitated  ;)

3
SFML projects / Re: Aurora
« on: April 05, 2012, 11:19:57 pm »
Thank, now this example is perfect. You can add this line to show symetry is possible(cf doc):
Code: [Select]
dispatcher.call(s, a); // Output: "Asteroid-Ship"
I had tried to read code to understand how run dispatcher, but i didn't understand  :-[

You can make a short and simple explanation, please  ;D

4
SFML projects / Aurora
« on: March 21, 2012, 08:32:04 pm »
Somebody have test example. Dont work for me  :cry:

5
General / How to manage different screens?
« on: March 13, 2012, 01:12:32 am »
Make seach on "Game State Pattern".

But menu to option, i think you can use as state  :wink:

Quote
using multiple screens


I dont undertand exactely this sentence  :?

6
General / How to manage different screens?
« on: March 13, 2012, 01:10:40 am »
Make seach on "Game State Pattern".

But menu to option, i think you can use as state  :wink:

7
Graphics / SFML 2 Forcing Sprites to draw at top
« on: March 09, 2012, 12:01:56 am »
For this problem, you need use layer
A class is present in wiki :wink:

8
SFML projects / Sequnce Master
« on: March 07, 2012, 11:14:09 pm »
Mayba you can give more information(screen and detail).

It is beautifull, i like.

Good Job for this game :wink:

My record is 13, i have bad memory :cry:

9
Graphics / Jump doesn't realistically
« on: January 23, 2012, 03:34:51 pm »
this->yVelocity = -this->weight;  => this->yVelocity = -this->weight*delta_time;


Maybe  :roll:

10
SFML projects / Thor C++ Library – An SFML extension
« on: January 10, 2012, 08:25:58 pm »
Finnaly, i will stop to postpone to update THOR  :D

11
General / SFML Wont Run Properly
« on: January 06, 2011, 05:45:51 pm »
You had forget the main loop.


Sorry, I did not see  :oops:

12
Window / Have window hidden by default upon creation
« on: December 21, 2010, 07:50:48 pm »
I prefer to use clear() to init window, because I have test prog whithout Display()  :D.

If the window is hidden, the events are recovered???

13
General / How to remove class/sprite
« on: December 03, 2010, 11:26:33 pm »
You should remove your entity from GameObjects at end of loop. You can use a message for GameObjects as

Code: [Select]

void Enemy::remove()
{
       GameObjects::atRemove(this);
}
....
void GameObjects::atRemove(Enemy *e)
{
       listAtRemove.push_back(e);
}

//Call end of loop, to avoid calls of entity
void GameObjects::removeEnemys()
{
  ....//Remove the objects of the list in GameObjects::enemies
}

14
General / [Solved]Draw FPS each second
« on: October 31, 2010, 06:25:32 pm »
You have to add two parameters. A counter and clock.
When the clock equal 1s, else draw counter and reset clock and counter.

 :wink:

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