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Messages - led

Pages: [1] 2
1
Network / _debugger_hook_dummy = 0
« on: June 22, 2010, 08:43:41 pm »
Well, I updated the sfml version from 1.5 to 1.6 and it solved the problem. Still I was unable to get it solved if i were in 1.5.

2
Network / _debugger_hook_dummy = 0
« on: June 18, 2010, 10:22:13 pm »
bump..

3
Network / _debugger_hook_dummy = 0
« on: June 17, 2010, 10:49:57 am »
It seems that the serverResp has the 'myMessage' as 'Bad Ptr'. Does anyone know if this is the problem?

4
Network / _debugger_hook_dummy = 0
« on: June 16, 2010, 10:52:55 pm »
Hey guys,

I'm having a problem, when its time for the "Ftp::Response serverResp = Server.Download("wr5pruf6","main",Ftp::Binary );" comand to be executed, the file is downloaded but i get a fatal error and points me to: _debugger_hook_dummy = 0
Any ideas on how to resolve?

5
Graphics / Event::Closed problem
« on: April 24, 2010, 01:33:36 pm »
Yes your right :wink:

6
Graphics / Event::Closed problem
« on: April 23, 2010, 08:35:30 pm »
LOL, Epic Mistake :lol:
I had that error in the Menu, and the same happened to him when i call him in the game loop.

Sorry for this stupid error, i didn't noticed it :roll:
Thank you very much :D  :wink:

7
Graphics / Event::Closed problem
« on: April 23, 2010, 06:33:25 pm »
Why Event.Type is Closed after being initialized?

8
Graphics / Event::Closed problem
« on: April 23, 2010, 06:18:31 pm »
Here it goes

Main.cpp
Code: [Select]
cp::cpGuiContainer gui;

cp::cpButton buttonok(&Window, &gui, "Aceitar", (input.GetPosition().x + (input.GetSize().x / 2) - 50 ), (input.GetPosition().y + input.GetSize().y + 10), 100, 50);

if(buttonok.CheckState(&Window.GetInput()) == cp::CP_ST_MOUSE_LBUTTON_RELEASED)
{
player1.Nick = input.GetLabelText();
Window.ShowMouseCursor(true);
if (ScoreBoard(Window))
return 0;
if (Menu(Window))
return 0;
Initialize(balloon, object, hand, time, player1.SScore, player1.Score, buttonok, input);

}


Menu.cpp
Code: [Select]
while (Window.IsOpened())
{
Event Event;

//Update
while (Window.GetEvent(Event));
{
if (Event.Type == Event::Closed)
return true;
         ...
      }
   }


ScoreBoard.cpp
Code: [Select]
cp::cpGuiContainer Gui;

cp::cpButton button1(&Window, &Gui, "MENU", 512 - 42, 600, 100, 50);
cp::cpButton button2(&Window, &Gui, "FTP", 600, 600, 100, 50);

//main loop
while (Window.IsOpened())
{
Event Event;
//Update
while (Window.GetEvent(Event));
{

//Gui.ProcessKeys(&Event);
if (Event.Type == Event::Closed)
return true;
}

if(button1.CheckState(&Window.GetInput()) == cp::CP_ST_MOUSE_LBUTTON_RELEASED)
{
return false;
}
if(button2.CheckState(&Window.GetInput()) == cp::CP_ST_MOUSE_LBUTTON_RELEASED)
{
FTPserver();
}
}

9
Graphics / Event::Closed problem
« on: April 23, 2010, 02:35:38 pm »
Nop, it isnt because of that line, i commented that line and still the same problem. Well i did a breakpoint in the initialization of the Event variavel and its skips the init., and the Event.Type is Closed while i did nothing. :oops:

10
Graphics / Event::Closed problem
« on: April 23, 2010, 01:06:25 am »
Hey,

In my project I have 3 Main screens: Menu, The game itself and ScoreBoard.
Now the problem is that when i run the Scoreboard function which draws the ScoreBoard, I noticed that the condition 'Event.Type == Event::Closed' is executed while I didn't close the Window. But with the Menu it doesn't happen.
Any sugestions?

Code: [Select]

bool Menu(sf::RenderWindow &Window);
bool ScoreBoard(sf::RenderWindow &Window);

if (ScoreBoard(Window))
return 0;
if (Menu(Window))
return 0;

//both Menu and ScoreBoard Event loop
while (Window.GetEvent(Event));
{
gui.ProcessKeys(&Event); //only ScoreBoard has this line
if (Event.Type == Event::Closed)
return true;
}

11
General / Compile Add-on in SFML
« on: April 15, 2010, 03:41:05 pm »
Quote from: "nulloid"
I solved this really easy (it's on the wiki): just copied the cpGui.cpp and .h files into my project, and it ran like it should :)


Thank you very much! :D
It's working now! :wink:

12
General / Compile Add-on in SFML
« on: April 12, 2010, 02:43:04 pm »
Yes i added that and had the same problem. I really need a GUI to work with SFML (i dont have time to learn and do 1 by myself), can you sugest me 1?
Thanks

13
General / Compile Add-on in SFML
« on: April 02, 2010, 12:52:16 am »
Sorry for the bump, but im having the same exact problem. I linked the libs, include in VC directories and added the cpGUI.lib to the linker. :roll:

14
Graphics / Image is drawn transparent after vector resize?
« on: March 02, 2010, 12:30:12 pm »
It's working now, thanks again :wink:

15
Graphics / Image is drawn transparent after vector resize?
« on: February 27, 2010, 02:09:35 am »
Hey there,
in my game, when i blast a balloon (with an object inside of it) the object begins to drop, and the balloon that had been blasted gets a new random position (without another object). Now that i wanted to do add a new object when balloon is poped, i resized my vector <Object> and initialize it with Image, positions, etc. Now when i pop a any balloon, all objects seem not to have any image with them :roll: they appear transparent. But if i dont add that resize of the vector the game works fine (without the new object when balloon pop).
Code: [Select]
balloon[i].SetIsAlive(false);
object[i].Drop = true;
object[i].BalloonIndex = i;
GenBalloons(i, balloon);
works fine
Code: [Select]
balloon[i].SetIsAlive(false);
object[i].Drop = true;
object[i].BalloonIndex = i;
GenBalloons(i, balloon);
//-----------------
object.resize(object.size() + 1);
if (!object[object.size() - 1].Image.LoadFromFile("main\\object1.png"))
return 1;
object[object.size() - 1].Sprite.SetImage(object[object.size() - 1].Image);
object[object.size() - 1].Sprite.SetCenter(object[object.size() - 1].Sprite.GetSize().x / 2, object[object.size() - 1].Sprite.GetSize().y / 2);
object[object.size() - 1].Sprite.SetPosition((balloon[i].Sprite.GetPosition().x - object[object.size() - 1].Sprite.GetPosition().x) / 2, (balloon[i].Sprite.GetPosition().y - object[object.size() - 1].Sprite.GetPosition().y) / 2);
object[object.size() - 1].Drop = false;
object[object.size() - 1].SetIsAlive(true);
object[object.size() - 1].BalloonIndex = i;
object[object.size() - 1].SetSpeed(object[i].GetSpeed());

doesnt work fine

Window.Draw()
Code: [Select]
for (int i=0;i<BALLOONINDEX;i++)
{
//if (object[i].Drop == true  && ObjectColHand(i, object, hand) == false)
Window.Draw(object[i].Sprite);
}

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