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Messages - MariosTheGreat

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1
General / Re: Sprite animation sheet speed too fast.
« on: June 16, 2020, 03:37:07 pm »
Hi thank you very much for your answer. I had a similar idea yesterday evening and tested it. Your reply also confirms my initial idea but it is also much better developed. So I am going to study your code and try to incorporate it in mine.

Thank you very much for your I really appreciate it.

2
General / Re: Most bizarre thing happening when starting game.
« on: June 14, 2020, 09:56:22 pm »
Unrelated answer: do you make your art yourself and what software are you using?

3
General / Sprite animation sheet speed too fast.
« on: June 14, 2020, 09:24:38 pm »
Hi everyone, I am new to SFML and I'm trying to make a small game that, each piece at a time, would turn into a very small scale 2D engine. Probably very ambitious but nonetheless a curiosity of mine since my teen years.

I am in a stage where I want to have the sprite of my character animated. I got it working, despite it being very rudimentary but now the problem is that the animation goes so fast it looks ridiculous. I can find no way to tune the sprite animation rate of my character.

I am aware that there are a lot of previous questions about the same topic but for the life of me I am unable to focus on what the problem is. I am aware I need some kind of "sprite frame counter" but I have no idea on how to implement it right now.

In my player.cpp class implementation i have the following function

void Player::animation(sf::Time& dtFrame) ///SIMPLE YET WORKING :)  HOW TO REGULATE TIMING THO?
{

    ///NOTE: IT'S ALWAYS A GOOD IDEA TO USE INTEGER NUMBERS FOR EACH FRAME IN ORDER TO SATISFY EASILY THE CONDITIONS FOF SPRITE FRAME CHANGING.
   if(TextureArea.left == 0.0) //When at the left-most, which is set by default in the sprite.
   {
      moverightFrame = true;
      moveleftFrame = false;
   }

   else if( TextureArea.left == 4872 ) //When at the right-most of the sprite.
   {
        moveleftFrame = true;
        moverightFrame = false;
   }

   if(moverightFrame)
       TextureArea.left += 406;
   if(moveleftFrame)
       TextureArea.left = 0;

   Sprite.setTextureRect(TextureArea); //Take next sprite according to the previous in the sequence as determined above.


}

This works but I say said it's ridiculous. Now...as you see I have a reference that takes the clock of the game loop basically. If everything in that function is wrapped in an if-statement of the kind:

if(dtFrame.AsSeconds()>0.0167)
{
// the code above here
}

Only then the animation slows down and looks beautiful. It is basically a character walking.

First of all, why 0.0167? I deduced it from the fact that my framerate is voluntarily capped at 60fps somewhere else in the code and that there must be some relationship to 1/60Hz ~ 0.0167 seconds.

Second problem, if the pc slows down so does the framerate temporarily then the whole animation looks awful again for a few seconds.

I must be doing something highly inefficient and/or ineffective.

Sorry if there is anything confusing. Thanks in advance.

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