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Messages - bearmetal

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Graphics / sf::RenderTexture issue
« on: February 22, 2018, 07:35:48 pm »
Hi, I'm new to SFML development and I'm running into an issue with the game I am working on. I'm using a map generator to create random walls, or in this case, trees for the map. I have a grass tile and a tree tile, which has a transparent background, that I am trying to layer over-top one another in order to build out the scene.

If I plan on both always being there and always draw both sprites it works. But when I check if the particular tile is supposed to be a wall using an if-statement, and conditionally draw the tree sprite, then only the grass is drawn.

#include <SFML/Graphics.hpp>
#include <iostream>

using namespace std;

void drawMap(sf::RenderTexture& texture) {
    texture.clear();

    sf::Texture sprite_sheet;
    sprite_sheet.loadFromFile("My32x64SpriteSheet.png")

    bool isWall = true;
   
    sf::Rect<int> grass_rect(0, 0, 32, 32);
    sf::Sprite grass(sprite_sheet, grass_rect);

    grass.setPosition(0, 0);

    texture.draw(grass);

    if(isWall) {
        // this does not show the tree
        sf::Rect<int> tree_rect(0, 32, 32, 32);
        sf::Sprite tree(sprite_sheet, tree_rect);

        tree.setPosition(0, 0);

        texture.draw(tree);
    }

    texture.display();
}

int main()
{
    sf::RenderWindow window(sf::VideoMode(640, 480), "SFML works!");
        window.setFramerateLimit(60);
   
    sf::RenderTexture texture;
    // I'll only be showing one tile so this is all the larger it needs to be
    texture.create(32, 32);

    drawMap(texture);

   sf::Sprite map(texture.getTexture());
   map.setPosition(0, 0);

   sf::Event currentEvent;
   
    bool isExiting = false;

    while(window.isOpen()
          && !isExiting
          && window.pollEvent(currentEvent)) {
       
        // Close window: exit
        if (currentEvent.type == sf::Event::Closed) {
            isExiting = true;
        }

       window.clear();
       window.draw(map);
       window.display();
    }
}
 

In the code above if you move the code inside the
if(isWall){}
to outside of that if-statement it works just fine. Been googling and searching for an answer for a few days now and need help.

Thanks!

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