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Messages - TheDianamu

Pages: [1] 2
1
Graphics / SFML Button
« on: November 13, 2013, 07:54:40 am »
Hi, I made a small Button set since SFML doesnt have a button class directly inputted into it, so I tried to make my own, and I got this, you can add/change/modify it to your liking

//Get the position of the Mouse
int MouseX = sf::Mouse::getPosition().x;
int MouseY = sf::Mouse::getPosition().y;

//Create a Shape for the button
sf::RectangleShape button; //Doesnt have to be a rectangle

//Give the Button a color
button.setFillColor(sf::Color::Blue);

//Set size of the button
button.setSize(sf::Vector2f(100,48)); //Make it what ever you like

//Set the position of the button
button.setPosition(200,200);//or where ever you like

//The Fun Stuff!!
if(button.getGlobalBounds().width <=> MouseX
&& button.getGlobalBounds().height <=> MouseY){
//Do What you want to do with the button
button.setFillColor(sf::Color::Green);
}

 

Now this may not be the most efficient way to do this, but it worked for me when I tried it.

2
Graphics / Re: Handleing First Chance Error when loading images
« on: November 02, 2013, 08:18:19 am »
I know how to use them a bit. But I have put it there because I get the following error once I debug without the pointer.

d:\game\lengine.cpp(55): error C2664: 'sf::Shape::setTexture' : cannot convert parameter 1 from 'sf::Texture' to 'const sf::Texture *'
          No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called

3
Graphics / Handleing First Chance Error when loading images
« on: November 02, 2013, 08:11:42 am »
Hi, whenever I run my application, and I want to set rect image to the grass. It keeps on giving me a first chance exception. Here is the 2 stacktraces

First-chance exception at 0x1004ab8d in Game.exe: 0xC0000005: Access violation writing location 0x00000000.
Unhandled exception at 0x1004ab8d in Game.exe: 0xC0000005: Access violation writing location 0x00000000.

I'm a little confused, could anybody tell me what is going on? I have added the code that is drawing and setting the rect on the screen below.

sf::RectangleShape rect;

sf::Texture* grass;
grass->loadFromFile("grass.png");

rect.setSize(sf::Vector2f(16,16));
rect.setTexture(grass);
rect.setPosition(x * 16, y * 16);
window.draw(rect);

window.setView(map_view);
window.display();

4
General / Re: Entry point must be defined
« on: October 12, 2013, 12:41:37 am »
I am getting

First-chance exception at 0x78aa1f34 in Game.exe: 0xC0000005: Access violation reading location 0x00133000.
Unhandled exception at 0x78aa1f34 in Game.exe: 0xC0000005: Access violation reading location 0x00133000.

With this code

#include "LEngine.h"
#include <SFML\Graphics.hpp>

void LEngine::Sprites(){
        sf::Texture t_grass;
        sf::Texture t_stone;
        sf::Texture t_water;

        t_grass.loadFromFile("grass.png");
        t_stone.loadFromFile("stone.png");
        t_water.loadFromFile("water.png");

        sf::Sprite grass;
        sf::Sprite stone;
        sf::Sprite water;

        grass.setTexture(t_grass);
        stone.setTexture(t_stone);
        water.setTexture(t_water);
}

void LEngine::Map(){
        int m_draw[50][50];

        for(int x = 0; x < 50; x++){
                for(int y = 0; y < 50; y++){
                        m_draw[x][y] = 50;
                }
        }

        sf::RectangleShape rect;
        rect.setSize(sf::Vector2f(16,16));

        for(int x = 0; x < 50; x++){
                for(int y = 0; y < 50; y++){
                        switch (m_draw[x][y]){
                        case 0:
                                rect.setFillColor(sf::Color::Green);
                                rect.setPosition(5 * 16, 5 * 16);
                                window->draw(rect);
                                break;
                        }
                }
        }
}

bool LEngine::Init(){
        window = new sf::RenderWindow(sf::VideoMode(800, 600, 32), "RPG");

        if(!window)
                return false;

        return true;
}

void LEngine::Events(){
        sf::Event evt;
        //Loop through all window events
        while(window->pollEvent(evt)){
                if(evt.type == sf::Event::Closed)
                        window->close();
        }
}

void LEngine::MainLoop(){
        while(window->isOpen()){
                Sprites();
                Map();
        }
}

void LEngine::boot(){
        if(!Init())
                throw "Could not initialize Engine";

        MainLoop();
}

5
General / Re: Entry point must be defined
« on: October 11, 2013, 03:39:47 pm »
Anybody?

6
General / Re: Entry point must be defined
« on: October 11, 2013, 02:54:37 pm »
Still doesn't help with the error on why it crashes

7
General / Re: Entry point must be defined
« on: October 11, 2013, 02:48:22 pm »
I have sf::RenderWindow* window; in the header file.
That's what I mean: Just use
sf::RenderWindow window;

Or do you want to reduce compile-time dependencies (Pimpl idiom)?

What do you mean by "reduce compile-time dependencies"?

8
General / Re: Entry point must be defined
« on: October 11, 2013, 02:45:52 pm »
I have sf::RenderWindow* window; in the header file.

It also stops the startup at : 'Game.exe': Loaded 'C:\WINDOWS\system32\imagehlp.dll', Cannot find or open the PDB file

9
General / Re: Entry point must be defined
« on: October 11, 2013, 02:40:09 pm »
Also what does

First-chance exception at 0x103159da (msvcr100d.dll) in Game.exe: 0xC0000005: Access violation reading location 0xccccccc0.
Unhandled exception at 0x103159da (msvcr100d.dll) in Game.exe: 0xC0000005: Access violation reading location 0xccccccc0.
 

mean? Using the same code as before

10
General / Re: Entry point must be defined
« on: October 11, 2013, 02:38:01 pm »
Where is you int main() { }?

Opps, I forgot to make that xD

11
General / Re: Entry point must be defined
« on: October 11, 2013, 02:26:48 pm »
I've tried google, I've try almost everything, but I cannot get it work.

12
General / Entry point must be defined
« on: October 11, 2013, 02:25:20 pm »
Hi, I'm having troubles setting up:

I get  LINK : fatal error LNK1561: entry point must be defined with this code

#include "LEngine.h"
#include <SFML\Graphics.hpp>

void LEngine::Sprites(){
        sf::Texture t_grass;
        sf::Texture t_stone;
        sf::Texture t_water;

        t_grass.loadFromFile("grass.png");
        t_stone.loadFromFile("stone.png");
        t_water.loadFromFile("water.png");

        sf::Sprite grass;
        sf::Sprite stone;
        sf::Sprite water;

        grass.setTexture(t_grass);
        stone.setTexture(t_stone);
        water.setTexture(t_water);
}

void LEngine::Map(){
}

bool LEngine::Init(){
        window = new sf::RenderWindow(sf::VideoMode(800, 600, 32), "RPG");

        if(!window)
                return false;

        return true;
}

void LEngine::Events(){
        sf::Event evt;
        //Loop through all window events
        while(window->pollEvent(evt)){
                if(evt.type == sf::Event::Closed)
                        window->close();
        }
}

void LEngine::MainLoop(){
        while(window->isOpen()){
                Sprites();
                Map();
        }
}

void LEngine::boot(){
        if(!Init())
                throw "Could not initialize Engine";

        MainLoop();
}

13
General / Converting a sf::Image to a sf::Texture
« on: October 01, 2013, 12:36:53 pm »
Hi, I need to convert a image to a texture for my application, but I cannot find anywhere that tells you how to do so.

Could anybody link me to a post or a post some code or a way they would do it ?

Cheers TheDianamu

14
Graphics / setImage not a member of sf::Sprite
« on: September 29, 2013, 04:10:54 am »
I'm having troubles with my tile class for my engine. I'm using the SFML 2.1 and coding visual c++ 2010

I get the following on compile:
'setImage' : is not a member of 'sf::Sprite'

Tile.cpp:
#include "Tile.h"
#include <SFML\Graphics.hpp>

Tile::Tile(sf::Image& image)
{
        baseSprite.setImage(image, true);
}

Tile::~Tile()
{

}

void Tile::Draw(int x, int y, sf::RenderWindow* rw)
{
        baseSprite.setPosition(x, y);
        rw->draw(baseSprite);
}

Tile.h:

#ifndef _TILE_H
#define _TILE_H

#include <SFML\Graphics.hpp>

class Tile
{
private:
        sf::Sprite baseSprite;

public:
        Tile(sf::Image& image);
        ~Tile();

        void Draw(int x, int y, sf::RenderWindow* rw);
};

#endif

15
Graphics / How to fill the window with a texture/sprite
« on: September 20, 2013, 03:42:42 pm »
I'm trying to figure out a quick and simple way of filling the entire window or to a size say like

width of 200 sprites
height of 200 sprites

How would I go about setting the texture/sprite to fill that size? I have tried to use setRepeated, but that wasn't working.

Thanks in Advance

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