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Messages - alexb9054

Pages: [1]
1
Graphics / Re: Projectile
« on: October 10, 2017, 06:12:08 pm »
It's inside of the second while loop,

        while (window.isOpen())
        {
                clock2.restart();
                sf::Event evnt;
                while (window.pollEvent(evnt))
                {
                        switch (evnt.type)
                        {
                        case sf::Event::Closed:
                                window.close();
                                break;
                        case sf::Event::KeyPressed:
                                if (evnt.key.code == sf::Keyboard::Space)
                                {
                                        isJump = true;
                                        CreateSoundJump();
                                }
                                if (evnt.key.code == sf::Keyboard::Return)
                                {
                                        dIsVisible = false;
                                }
                                if (evnt.key.code == sf::Keyboard::F)
                                {
                                        CreateAbilitySound();
                                        orbMovement = true;
                                        break;
                                }
                        }
                }

I tried moving the break from outside of the third switch to inside of the curly braces, but it still does the same thing.

2
Graphics / Projectile
« on: October 10, 2017, 01:17:10 am »
I have another question. So I'm creating a projectile in the form of an orb. I currently am able to have it move to a certain point and despawn, but I am unable to get it to reset the orb's location so it can do it again.
        //Code for Player Ability
        if (orbMovement == true)
        {
                float move = velocity.x += 4;
                pOrb.setPosition(pImage.getPosition().x + 40, pImage.getPosition().y + 20);
                pOrb.move(move, 0);
                window.draw(pOrb);
                if (pOrb.getPosition().x >= pImage.getPosition().x + 300)
                        orbMovement = false;
        }
        if (orbMovement == false)
        {
                pOrb.setPosition(pImage.getPosition().x, pImage.getPosition().y);
        }

and in the main function I'm using a switch statement that when 'F' is pressed it sets orbMovement to True as shown here,

                                if (evnt.key.code == sf::Keyboard::F)
                                {
                                        CreateAbilitySound();
                                        orbMovement = true;
                                }

I want it to once it moves to the maximum distance, the orb resets position and can do it again.

3
General / Re: Jump Code
« on: October 09, 2017, 07:46:54 pm »
Thanks. I'll give that a shot

4
General / Jump Code
« on: October 08, 2017, 06:13:07 pm »
I've been a bit stuck for the past few days. Basically what I want to happen is when pImage(player Sprite) hits a certain height gravity activates and brings the player down. That way when you press the space key you don't continue going up and when released you go down. I Want it similar to that of a mario or traditional platformer. I currently have collision done, it's just this one part that has been driving me mad. I'm a bit new to this so I'm sure there is an easy solution to this problem.
 
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Space))
                {
                        source.y = Up;
                        pImage.move(0, -moveSpeed* clock.getElapsedTime().asSeconds());
                        //Debugging: Getting Player Position
                        std::cout << "Position X: " << pImage.getPosition().x
                                << "||Position Y: " << pImage.getPosition().y << std::endl;
                }
                else if (pImage.getPosition().y >= 341)
                {
                        pImage.move(0, moveSpeed* clock.getElapsedTime().asSeconds());
                }

Pages: [1]