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Messages - 93interactive

Pages: 1 2 [3]
31
Graphics / Getting the camera to follow a sprite.
« on: September 06, 2009, 04:06:02 pm »
i am not sure if i understood your problem.

imagine the view as a camera and the sprites as what the camera is pointed at - the world.

so if you move your view (your camera) but not the sprites (your objects in the world), like the background, the background image will move out of your view, as it is not moved.

if you want you background be drawn as some kind of screen background, you'll have to reposition it also on every frame, following the player or the camera.

if you want the background to stay in place (as in falling out of the view), you should call Window.Clear(); before the drawing commands, as the screen is not cleared automatically on redraw.

32
Graphics / Getting the camera to follow a sprite.
« on: September 06, 2009, 06:33:40 am »
i think it is because you set the view after the drawing commands, you should set it before.

33
Window / disable keyrepeat?
« on: September 05, 2009, 01:04:45 pm »
thanx.. again

34
Window / disable keyrepeat?
« on: September 05, 2009, 12:42:10 pm »
Hello,

is there a way, to disable keyboard repeat. At least it seems, that for example if the user holds space down, KeyPressed events are received repeatedly

35
DotNet / Controlling fps
« on: September 05, 2009, 12:39:19 pm »
App.SetFramerateLimit(fps);

36
Graphics / view rotation
« on: September 03, 2009, 02:33:55 pm »
thanx, checked out the 2.0 branch and it works fine. i checked the roadmap and don't see anything which should hold me off using it. how is the 2.0 situation, is it more or less safe to use it in 'production'?

37
Graphics / view rotation
« on: September 03, 2009, 01:26:49 pm »
hello,

i am a little confused about view rotation. didn't find anything in the docs and the forums state that it is not available (older posts)

but feature list clearly states:

Can use views like in a 3D scene, to zoom / translate / rotate the whole world

so what is the situation about rotation of views?

using sfml-1.5

38
General discussions / visual c++ 2008: why is there a command prompt?
« on: September 01, 2009, 06:36:49 pm »
thanx, works fine

39
General discussions / visual c++ 2008: why is there a command prompt?
« on: September 01, 2009, 05:51:21 pm »
hello,

i am trying to compile a sfml project on windows vista via visual c++ 2008.

i have installed sfml 1.5 and in general it works, but the examples in the sfml zip do *not* show up a command prompt.

my own project is always opening a command prompt window before opening the application window, so i have two windows open.

i have tried to follow the docs step by step, but i am a total visual c++ n00b, i'm more used to makefiles under unix, maybe i missed something.

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