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Messages - GroundZero

Pages: [1] 2 3 ... 5
1
General / Re: Pathfinding A* tutorial, help me out please
« on: August 28, 2012, 11:17:37 am »
Thanks for your replies guys, ill give it a try :)

2
General / Re: Pathfinding A* tutorial, help me out please
« on: August 27, 2012, 06:11:52 pm »
hi kaB00M thanks for your answer.
The idea I have is that I can just freely walk around with my sprite (the one controlled by the player).
The only thing that will prefent from hitting walls or w/e will be the collision detection.

I got that part, but the part I need now is the part which will move the (in my instance) zombies towards the player.

i.e. I spawn 3 zombies at different locations:

1. 750 x 600 pixels
2. 320 x 432 pixels
3. 532 x 252 pixels

Now they should start moving towards me, but they should use the path that is available, and calculate the shortest route possible to get to the player.

I do NOT want to make the player walk towards a point after a single mouse click (like most classic RPG games). I am controlling the player sprite with the arrow and W, A, S, D buttons on the keyboard. So it's like the idea behind most 1st person shooters.

Walk with the keyboard, aim with the mouse :)

3
General / Pathfinding A* tutorial, help me out please
« on: August 27, 2012, 05:02:11 pm »
Good evening everyone,

After 4 days of trying I still am struggling with implementing a pathfinding to my game.
I want to learn how to completely from scratch write my own, instead of using Boost or anything.

I was hoping that someone with experience can show some examples and -or explain some stuff
to me if possible. It would be highly appreciated.

My questions:

1. How should I build up my map?
I have a 800x800 map (pixels of course lol). I would like to cut it in nodes of 40x40 pixels.
I am using sprites (at this moment only RectangleShapes, but will be sprites) which I will be placing on my map (PNG images).

I store all my sprites in a vector, so that the sprites (textures) will exists as long as the program is running. If I wouldnt do that, the program would crash and -or result in an error.

So what I have is:
- 800 x 800 SFML Window
- Class that draws the sprites in the window (lets say 2 walls in this example) named level1.h
- Vector (level1.h) which holds all the sprites that I need to draw in the level
- Class that draws the player sprite in the window  named player.h

Is this the correct way? or should I store stuff differently when making use of A* pathfinding?

2. How do I add the grid?
is this just screenWidth / 40 (pixels) + screenHeight / 40 (pixels) = amount and then draw RectangleShape's all over the window, so I have a visual grid (which wont be displayed in the final version of course)? so basicly its just a grid for our reference so we can see what and where during the development, and to get pixels (width and height) for our codes.

3. Now I have the grid, how should I add the path? i.e. where sprites may or may not walk. Where my spirites are drawn on the map, no walking is allowed. If no sprite is there, then walking should be allowed.

- Should I just make a vector with all the nodes in it (x-pos and y-pos) which are allowed to walk on?

4. Now we know where we are allowed to walk, how and what code should I implement? I am struggeling to think of / write the right alchoritm.

I know it has to be something like the following illustration (sorry for my poor drawing skills lol) but I have no clue on how to code this into a while loop or what so ever.



5. How to move the sprite to the target following the best way possible which was calculated in the A* alchoritm.

Well, I hope someone can help me to get on the right track.

Best regards



P.S. Some info on my sample picture so you know what I meant:
Green square = player
Red square = a enemie which will walk towards you (I know it says finish lol)
Blue is a wall, which cannot be walked over and -or through

Yellow line is the most efficiƫnt line. Because you go diagonal each movement would cost 7 points (for example). In total the costs for getting to the finish would be: 35

The orange line is an alternative line (just as example), the total costs would be: 120 points.

This because going horizontal or vertical costs 10 points.

EDIT:
I found a good sample picture of what I meant:


4
General / Re: Rotate sprite to the mouse calculation
« on: August 26, 2012, 03:22:34 pm »
Hi Laurent,

thank you for your suggestion. Ill add a bit more or less, but then it should be fine indeed.
is there anything else in the code that I can improve?

5
General / Rotate sprite to the mouse calculation
« on: August 26, 2012, 02:49:14 pm »
Dear reader,

I am trying to let my sprite face the position of my mouse, it works almost, but it has some bugs.
It seems like the angle is not exactly right, and when I turn right, my sprite turns left, and vice versa.

Can someone tell me whats I did wrong? I think the problem is in my math calculations, since I have no
knowledge on math and stuff to be honest lol.

I checked on this forum, and found code which was almost like mine, and for them its working so no clue why it is not for me lol.

void character::lookAtMouse(sf::RenderWindow &win){
    sf::Vector2f curPos = sprite.getPosition();
    sf::Vector2i position = sf::Mouse::getPosition(win);

    // now we have both the sprite position and the cursor
    // position lets do the calculation so our sprite will
    // face the position of the mouse
    const float PI = 3.14159265;

    float dx = curPos.x - position.x;
    float dy = curPos.y - position.y;

    float rotation = (atan2(dy, dx)) * 180 / PI;

    sprite.setRotation(rotation);
}

6
Graphics / Program crashes after displaying sprites
« on: August 24, 2012, 03:22:47 pm »
Dear reader,

I have a problem which is as follow; I add some sprites to my program which are loaded by a function from within the class.

In the end I give them a command win.draw(*sprite).

It successfully does draw the sprites, but after x-amount of seconds the screen gets white and crashes (not responding Windows pop-up).

Does anyone know what is wrong?

My code:

#include <SFML/Graphics.hpp>

#include <iostream>
#include <string>
#include <vector>
#include <iterator>

#include <character.h>
#include <level_1.h>

int main()
{  
    sf::RenderWindow window(sf::VideoMode(800, 600), "Crystallibrium", sf::Style::Close);
    window.setVerticalSyncEnabled(true);

    // Create clock
    sf::Clock Clock;

    // Create a level
    level_1 level;

    while (window.isOpen())
    {
        sf::Time Time = Clock.getElapsedTime();
        float Elapsed = Time.asMilliseconds();

        if(Elapsed > 0)
        {
            sf::Event event;
            while (window.pollEvent(event))
            {
                // Close window : exit
                if(event.type == sf::Event::Closed)
                    window.close();

                // Close window : ESC key
                if(event.key.code == sf::Keyboard::Escape)
                    window.close();
            }

            // Clear screen
            window.clear();

            // Display level
            level.addSprites();
            level.displayLevel(window);

            // Update the window
            window.display();
        }

        // Reset clock
        Clock.restart();
    }
}
 

my level header file:
#ifndef LEVEL_1_H
#define LEVEL_1_H

class level_1 {
private:
    std::string name;
    std::vector<sf::Image> images;
    std::vector<sf::Texture> textures;
    std::vector<sf::Sprite> sprites;
    std::vector<int> spriteXpos;
    std::vector<int> spriteYpos;

    int posXstart;
    int posYstart;

public:
    level_1();       // default constructor
    void addSprites();
    void displayLevel(sf::RenderWindow &win);
    int startPosX();
    int startPosY();
};

#endif // LEVEL_1_H
 

and my level .CPP file:
#include <SFML/Graphics.hpp>

#include <iostream>
#include <string>
#include <vector>
#include <iterator>

#include <level_1.h>

level_1::level_1(){
    name = "Get to the chopper!";
}

void level_1::addSprites(){
    // create the level manually
    sf::Image Image1;
    Image1.create(20, 100, sf::Color::Blue);
    images.push_back(Image1);

    sf::Image Image2;
    Image2.create(100, 10, sf::Color::Red);
    images.push_back(Image2);

    sf::Image Image3;
    Image3.create(10, 100, sf::Color::Green);
    images.push_back(Image3);

    // now all the images are created manually
    // we will loop through them to create textures
    // which we can then convert into sprites
    for(std::vector<sf::Image>::iterator pos = images.begin(); pos != images.end(); pos++)
    {
        // convert the image to a texture and
        // put the texture into the vector
        sf::Texture Texture;
        Texture.loadFromImage(*pos);
        textures.push_back(Texture);
    }

    // now all the textures are created, loop
    // through them and create the sprites
    for(std::vector<sf::Texture>::iterator pos = textures.begin(); pos != textures.end(); pos++)
    {
        sf::Sprite Sprite(*pos);
        Sprite.setPosition(100, 100);
        sprites.push_back(Sprite);
    }
}

void level_1::displayLevel(sf::RenderWindow &win){
    for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
    {
        win.draw(*pos);
    }
}


int level_1::startPosX(){
    return posXstart;
}


int level_1::startPosY(){
    return posYstart;
}
 

I hope someone knows what is wrong, as I have been struggling with this for a week now.

Best regards

P.S. I moved the line "level.addSprites();" out of the loop and pasted it right below where I create a new instance of the level_1 class right before the while(window.isOpen()) loop. Problem still exists though.

7
Graphics / Sprite not moving
« on: July 10, 2012, 11:04:58 pm »
Evening all,

I am having trouble getting my sprites to move. I know my code is not optimal, but it is about getting my sprites to move at the moment. I am still learning this stuff ^^

I coded it all, but it just wont move, no matter what I do. Hopefully someone can tell me why my sprites wont move.

My code:

#include <iostream>
#include <string>
#include <vector>
#include <iterator>
#include <string>

#include <SFML/Graphics.hpp>

#include <level.h>

// global
std::string root = "C:\\Users\\Angelo\\Desktop\\Projecten\\Tiny Little Game\\untitled-build-desktop-Qt_4_8_1_for_Desktop_-_MinGW__Qt_SDK__Debug\\debug\\";
bool pause = false;

int main()
 {
     // Create the main window
     sf::RenderWindow window(sf::VideoMode(800, 600), "Crystallibrium", sf::Style::Close);
     window.setVerticalSyncEnabled(true);

     // set a clock
     sf::Clock clockKeyPress;

     // Create the level
     level level(1);
     level.setLevel();

     // Start the game loop
     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             // Close window : exit
             if (event.type == sf::Event::Closed)
                 window.close();

             if(event.type == sf::Event::LostFocus)
                 window.setTitle("Crystallibrium - AFK");

             if(event.type == sf::Event::GainedFocus)
                 window.setTitle("Crystallibrium");

             sf::Time Time = clockKeyPress.getElapsedTime();
             float elapsed = Time.asMilliseconds();

             if(elapsed > 0)
             {
                 // check if a key is pressed
                 if(event.type == sf::Event::KeyPressed)
                 {
                     // left arrow key
                     if(event.key.code == sf::Keyboard::Left)
                     {
                         level.moveLevel('L', elapsed);
                     }

                     // right arrow key
                     if(event.key.code == sf::Keyboard::Right)
                     {
                         level.moveLevel('R', elapsed);
                     }

                     // right up key
                     if(event.key.code == sf::Keyboard::Up)
                     {
                         level.moveLevel('U', elapsed);
                     }

                     // right down key
                     if(event.key.code == sf::Keyboard::Down)
                     {
                         level.moveLevel('D', elapsed);
                     }
                 }

                 clockKeyPress.restart();
             }
         }

         // Clear screen
         window.clear();

         // Display the level
         level.drawLevel(window);

         // Update the window
         window.display();

         // Restart clock
         clockKeyPress.restart();
     }

     return EXIT_SUCCESS;
 }



level::level(int levelNr) : levelNr(levelNr){}

void level::setLevel(){
    // create the level
    std::vector<std::string> list;
    list.push_back(root + "background.png");
    xPos.push_back(0);
    yPos.push_back(0);

    list.push_back(root + "objects_1.png");
    xPos.push_back(40);
    yPos.push_back(470);

    list.push_back(root + "objects_2.png");
    xPos.push_back(405);
    yPos.push_back(390);

    list.push_back(root + "moon_1.png");
    xPos.push_back(100);
    yPos.push_back(80);

    list.push_back(root + "moon_2.png");
    xPos.push_back(47);
    yPos.push_back(173);

    list.push_back(root + "moon_3.png");
    xPos.push_back(78);
    yPos.push_back(260);

    list.push_back(root + "floor.png");
    xPos.push_back(0);
    yPos.push_back(520);

    list.push_back(root + "platform.png");
    xPos.push_back(400);
    yPos.push_back(460);

    // enter each entry in list into the texture array
    for(std::vector<std::string>::iterator pos = list.begin(); pos != list.end(); pos++)
    {
        sf::Texture texture;
        texture.loadFromFile(*pos);
        textures.push_back(texture);
    }

    // create a sprite from each texture but first start a counter
    int c = 0;
    for(std::vector<sf::Texture>::iterator pos = textures.begin(); pos != textures.end(); pos++)
    {
        sf::Sprite sprite(*pos);
        sprite.setPosition(xPos[c], yPos[c]);
        sprites.push_back(sprite);

        c++;
    }
}

void level::initMove(sf::Sprite &sprite, char direction, float elapsed){
    if(direction == 'L')
    {
        sf::Vector2f pos = sprite.getPosition();
        sprite.move(0.5 * elapsed, 0);
    }

    if(direction == 'R')
    {
        sf::Vector2f pos = sprite.getPosition();
        sprite.move(0.5 * elapsed, 0);
    }

    if(direction == 'U')
        std::cout << "MOVE UP *not implemented yet*\n";

    if(direction == 'D')
        std::cout << "MOVE DOWN *not implemented yet*\n";
}

void level::moveLevel(char direction, float elapsed){
    switch(direction)
    {
        case 'L':
        for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
        {
            initMove(*pos, 'L', elapsed);
        }
        break;

        case 'R':
        for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
        {
            initMove(*pos, 'R', elapsed);
        }
        break;

        case 'U':
        for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
        {
            initMove(*pos, 'U', elapsed);
        }
        break;

        case 'D':
        for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
        {
            initMove(*pos, 'D', elapsed);
        }
        break;
    }
}

void level::drawLevel(sf::RenderWindow &win){
    // display sprites
    for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
    {
        win.draw(*pos);
    }
}

My header file:
#ifndef LEVEL_H
#define LEVEL_H

class level {
private:
    int levelNr;
    std::vector<sf::Texture> textures;
    std::vector<sf::Sprite> sprites;
    std::vector<std::string> textureList;
    std::vector<int> xPos;
    std::vector<int> yPos;

public:
    // def. constructor
    level(int levelNr);

    // functions
    void setLevel();
    void initMove(sf::Sprite &sprite, char direction, float elapsed);
    void moveLevel(char direction, float elapsed);
    void drawLevel(sf::RenderWindow &win);
};

#endif // LEVEL_H
 

Update:
It runs fine, but as soon as I add a

Code: [Select]
clockKeyPress.restart()
it goes all wrong... sometimes it displays 2 times, sometimes only 1.
Numbers are also different each time... not sure whats wrong...

8
General / Re: window not declared, unable to display
« on: July 03, 2012, 02:30:12 pm »
Awesome answers guys, I will try to implement those things. Thank you very much :)

EDIT: Got it working now, you guys are awesome. Just 1 small question. It does display my sprites now but all sprites are white... just white squares!?

I am using .PNG files...

Any idea what could be wrong?

if(!texture.loadFromFile(ROOT + "levelLayout\\" + *i)){
            std::cout << "FOUT" << std::endl;
        } else {
            std::cout << "LOAD: " << *i << std::endl;
        }

Says everything was loaded succesfully, and the compiler dusnt give me any errors or what so ever.

Anyways, thanks so much for your help guys. I am ripping the code apart as we speak to learn every bit there is. Thanks again, and hopefully someone knows why my sprites are white ;)

I am searching into "As soon as the function ends, your vectors are gone." now, since that might be the problem I guess. But since I put them (now, didnt do that before) into my private section they should keep existing at all time untill the deconstructor is called upon right?

class level {
private:
    int levelNr;
    bool finished;
    bool nameDisplayed;
    std::vector<sf::Sprite> sprites;

public:
    // default constructor
    level( int levelNr );

    // functions
    void draw(sf::RenderWindow &win);
    void loadLevel();       // load level sprites
    void loadNext();        // load next level
};

void level::loadLevel(){
    // set a vector with all needed sprites
    std::vector<std::string> name;

    // name.push_back("background.png");
    // name.push_back("objects_1.png");
    name.push_back("objects_2.png");
    // name.push_back("floor.png");
    // name.push_back("platform.png");

    // loop through the sprites and add them to a vector sprite
    for(std::vector<std::string>::iterator i = name.begin(); i != name.end(); i++)
    {
        sf::Texture texture;
        ///////////////////////////////////////////////////////////////
        if(!texture.loadFromFile(ROOT + "levelLayout\\" + *i)){
            std::cout << "FOUT" << std::endl;
        } else {
            std::cout << "LOAD: " << *i << std::endl;
        }
        ///////////////////////////////////////////////////////////////
        sf::Sprite sprite(texture);
        sprite.setPosition(100, 200);
        sprites.push_back(sprite);
    }
}

Update Found out whats wrong, just as I have been told they dont exist long enough. Going to fix that now :D

9
General / Re: window not declared, unable to display
« on: July 02, 2012, 06:52:48 pm »
Thanks for your answer eXpl0it3r, I know about putting them in .cpp but this was easier for the time being ;)
I tought that since the function was INSIDE main() function, it was within it's scope lol... Ill try to figure out a way to fix it.

If someone can give me a example would be nice though ;)

10
General / window not declared, unable to display
« on: July 02, 2012, 06:34:30 pm »
Dear readers,

I am learning SFML, but after 2 days of struggeling I give up lol. Hopefully someone on the forums can help me out by telling me what I did wrong and -or edit my code a bit so I can see what I did wrong, and learn about the changes you made.

Anyways, the problem.

As you can see I start a level and everything runs fine (no errors so far). I just need to display all sprites using window.draw(spriteName);

Code: [Select]
startLevel.loadLevel();
But when executing my loop it says:
'window' was not declared in this scope

I tried to find out what I did wrong and -or how to solve this matter but untill now I was unable to find a solution. I hope someone can tell me what I did wrong and how to fix it, or even better, edit my current code so I can compare the two and see / learn what to do (which would be much easier for me to learn from).

Best regards

// QT
#include <QDebug>
#include <QString>
#include <QCryptographicHash>
#include <sstream>
#include <iostream>
#include <vector>

// SFML
#include <SFML/Window.hpp>
#include <SFML/Audio.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Network.hpp>

// Custom headers
#include <verifyUser.h>
#include <loadLevel.h>

// set timers
sf::Clock Clock;
sf::Clock pressOnce;
sf::Clock nameTimer;

// development variables
std::string ROOT = "C:\\Users\\Angelo\\Desktop\\Projecten\\Game\\Game-build-desktop-Qt_4_8_1_for_Desktop_-_MinGW__Qt_SDK__Debug\\debug\\";

int main()
{
    // Create the main window
    sf::RenderWindow window(sf::VideoMode(800, 600), "Game");
    window.setVerticalSyncEnabled(true);
    window.setFramerateLimit(60);

    // start a level
    level startLevel(1);

    // Start the game loop
    while (window.isOpen())
    {
        // Process events
        sf::Event event;
        while (window.pollEvent(event))
        {
            // Close window : exit
            if (event.type == sf::Event::Closed)
            {
                window.close();
            }
        }

        // clock so every computer runs at the same speed
        // sf::Time Time = Clock.getElapsedTime();
        // float Elapsed = Time.asMilliseconds();
        // if(Elapsed >= 1000){}

        // Clear screen
        window.clear();

        // display level
        startLevel.loadLevel();

        // Update the window
        window.display();
    }
    return 0;
}

// declaration of functions
level::level(int levelNr) : levelNr(levelNr), finished(false), nameDisplayed(false){}

void level::loadLevel(){
    // set a vector with all needed sprites
    std::vector<std::string> name;

    name.push_back("background.png"); //
    name.push_back("objects_1.png");  //
    name.push_back("objects_2.png");  //
    name.push_back("floor.png");      //
    name.push_back("platform.png");   //

    // loop through the sprites and add them to a vector sprite
    std::vector<sf::Sprite> sprites;
    for(std::vector<std::string>::iterator i = name.begin(); i != name.end(); i++)
    {
        sf::Texture texture;
        texture.loadFromFile(ROOT + "levelLayout\\" + *i);
        sf::Sprite sprite(texture);

        sprites.push_back(sprite);
    }

    // loop through all the sprites and display them
    for(std::vector<sf::Sprite>::iterator pos = sprites.begin(); pos != sprites.end(); pos++)
    {
        window.draw(*pos);
    }
}

void level::loadNext(){
    // load next level
    levelNr++;
}

void level::displayName(){
    // display level name
    std::cout << "Level 1";
}

int verifyUser::returnValidation(){
    QString tempPass = password.c_str();
    QByteArray hash = QCryptographicHash::hash(tempPass.toUtf8(), QCryptographicHash::Sha1);
    std::string tempFinal = tempPass.toStdString();

    sf::Http http;
    http.setHost("www.mysite.nl");

    sf::Http::Request request("/klanten/Game/login.php?username=" + username + "&password=" + tempFinal);
    sf::Http::Response responce = http.sendRequest(request);

    sf::Http::Response::Status status = responce.getStatus();

    if(status == sf::Http::Response::Ok)
    {
        std::string body = responce.getBody();
        std::stringstream convert(body);
        int x;
        convert >> x;

        switch(x)
        {
            case 1:
            return 1;   // succesfully authenticated
            break;

            case 2:
            return 2;   // unsuccesfully authenticated
            break;

            case 3:
            return 3;   // multiple accounts found error!
            break;

            case 4:
            return 4;   // account not activated
            break;

            case 5:
            return 5;   // account is banned
            break;

            default:
            return 0;
        }
    }
    else
    {
        return 0;   // error request
    }
}

Loadlevel header
#ifndef LOADLEVEL_H
#define LOADLEVEL_H

class level {
private:
    int levelNr;
    bool finished;
    bool nameDisplayed;

public:
    // default constructor
    level( int levelNr );

    // functions
    void loadLevel();       // load level sprites
    void loadNext();        // load next level
    void displayName();     // display level name
};

#endif // LOADLEVEL_H

11
General / Re: Implementing SFGUI into a SFML project
« on: June 29, 2012, 06:57:31 pm »
This is why we treasure our testers so dearly. They report these bugs (that were created by a recent SFML API change) so we don't have to constantly pull the latest master everyday for every little name change ^^.

This is why Tank gave so much effort adding the submodules to the project :P

It always points to the last revision that we tested with SFGUI so in almost all cases it should work.

You can make use of git submodules by issuing the commands
Code: [Select]
git submodule init
git submodule update
in the SFGUI root directory (provided you use git). It should populate the SFML extlibs directory with the corresponding revision of SFML.

By the way, I must have missed the memo (link please :D), but why was this rename needed?

No clue how all this "git" stuff works but (Eating right now) will try it out in a bit and Google on it to check it out. Thank you very much!

12
General / Re: Implementing SFGUI into a SFML project
« on: June 28, 2012, 11:35:38 pm »
Thanks texus, i will check this out immediately, thanks so much for your reply!

Edit
texus, your method indeed dit solve that matter. But now I get a other error of which I have no clue how to solve it, as this is a totally different error (so far I understand). Perhaps you know whats wrong?

I cannot download a other version of SFML unfortunately cause then my program crashes (not sure). I tried to find a solution on Qt and SFML boards but people have no clue what is causing the error(s).

I hope you can help me out on fixing the error I receive now. Screenshot is down here:


13
General / Re: How to make a class for displaying levels
« on: June 28, 2012, 11:34:33 pm »
Think I forgot to tell you it is a 2D game like Maplestory... so basicly you can fall down, jump, and walk left and right and thats basicly it (you can attack to obviously lol). I generate maps by making sprites which are basicly build up out of square images (PNG).

A image can be 20x100 pixels, 100x 100 but obviously 100x200 pixels to. Multiple items will be the "decor" of one scene (level, chapter, whatever you want to call it).

14
General / Re: Implementing SFGUI into a SFML project
« on: June 28, 2012, 10:02:45 pm »
how stupid... totally forgot about that sigh... my apologies lol, please shoot me now ^^

Anyways. When running mingw32-make.exe it goes up to 32% and then I get a long error lol...



... anyone any idea?

I am using:

SFML 2.0 Snapshot and Source Code Snapshot (SFGUI)

15
General / Implementing SFGUI into a SFML project
« on: June 28, 2012, 09:05:31 pm »
Dear readers,

I followed the guide and my Cmake does tell me "generating done" but no files are copied to my c:\Program Files\SFGUI\ nor is the folder been made by Cmake.

Does anyone know what is wrong? screenshot displays my settings and everything :)


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