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Messages - hthornto

Pages: [1]
1
Graphics / Re: Tryng to create two views
« on: February 03, 2017, 04:32:16 am »
Thanks, You formula is great idea. I was able to get it to work.

2
Graphics / Re: Tryng to create two views
« on: February 03, 2017, 02:02:35 am »
I have two views the first covers the second view, blotting out the second view. I need these two  views to be shown at different sections on the screen. Thanks

3
Graphics / Tryng to create two views
« on: February 03, 2017, 01:24:02 am »
I am again struggling. I am trying to create two views. The view is suppose to be menu and the other view the playing surface. Both views are covering the same space. I am currently trying to make views shift to different areas.

Here is my main rendering code;

_render.setView(_render.getDefaultView());
               
               
                _render.setView(_menu.menuView(sf::FloatRect(0, 0, 0.5, 0.5)));
                texture.draw(_menu.newBoard());
                sf::View current = texture.getView();
                _render.setView(_render.getDefaultView());

               
                _play.viewport(sf::FloatRect(0, 0.5, 1, 1));
                _render.setView(_play._view);
                texture.draw(_play.draw());
                sf::View currentview = texture.getView();
               
               
                //Return drawing back to main window
                _render.setView(_render.getDefaultView());
                texture.display();
                _render.clear();


And here is my viewport function:

_view.reset(sf::FloatRect(200, 200, 300, 200));
       
        _view.setCenter(20, 20);
        _view.setSize(800,800);
       
       
        _view.setViewport(dimensions);
       
       
        return _view;

Thanks.

4
Graphics / Re: Drawing New Graphics
« on: January 31, 2017, 05:57:18 am »
Thanks, it made a big difference.

5
Graphics / Re: Drawing New Graphics
« on: January 31, 2017, 04:23:40 am »
It breaks with an error at this point I do not understand right after trying to draw the text.  I am thinking it is the redrawing. Maybe it is the text code. I am including the loading text function that I created.
sf::Text& WinLost::loadText(std::string messange)
 {
   
   
   
   
   
   text.setFont(loadFont("Fonts/chintzy.ttf"));
   
   
   text.setString(messange);
   text.setPosition(80, 90);
   text.setCharacterSize(24);
   
   return text;
}


6
Graphics / Re: Drawing New Graphics
« on: January 31, 2017, 04:08:26 am »
My render function looks like this:
   texture.clear();
   if (win == true)
   {
      texture.draw(_results.loadText("Win"));
   }
   else if (lose == true)
   {
      texture.draw(_results.loadText("Loser"));
   }
   else
   {

      texture.draw(_scissors.scisssorsdraw());
      texture.draw(_rock.rockDraw());
      texture.draw(_paper.paperDraw());
   }
      texture.display();
      
      _render.clear();
      sf::Sprite sprite(texture.getTexture());

      _render.draw(sprite);
      _render.display();


The debugger gives this
+      this   0x006ff1a0 {_render={...} _mouse={...} _events={type=MouseButtonPressed (9) size={width=0 height=305 } ...} ...}   MainGame *
+      sprite   {m_vertices=0x006fdf34 {{position={x=-107374176. y=-107374176. } color={r=204 'Ì' g=204 'Ì' b=204 'Ì' ...} ...}, ...} ...}   sf::Sprite


7
Graphics / Drawing New Graphics
« on: January 31, 2017, 02:22:07 am »
I am creating a simple rock paper scissors game. When the player wins or loses, the screen should clear and the words loser or wins appears on the screen. I am able to draw the rock paper scissors; however, it will not clear the screen and draw the new texts. Instead the debugger breaks the program. I am not sure how to fix this issue.

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