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Messages - Munchor

Pages: [1] 2
1
Graphics / Rotating sprite around center
« on: July 24, 2013, 08:09:41 pm »
Hi,

I want to rotate my sprite around its center but I want it to be drawn with its origin as (0, 0). So I have this:

Code: [Select]
  setOrigin(texture.getSize().x / 2, texture.getSize().y / 2);
  rotate(-90);
  setOrigin(0, 0);

However, it does not seem to be working - the sprite is rotated exactly the same way as if I didn't have that first line. Any idea of what I'm doing wrong? I understand this might not be possible hence I'm posting here in the forums.

2
Window / If for mouse wheel scrolling
« on: July 20, 2013, 01:14:36 pm »
I know I can use this event[1] to listen to a mouse wheel scroll event, but I'd rather use an "if" statement to listen to it like I can do with button events:

if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{

}

Is there any way to do so? I tried to use isButtonPressed(sf::Mouse::Middle) but that listens to the scroll wheel button being down not it being scrolled (which is the right thing to listen to of course).

[1]: http://sfml-dev.org/documentation/2.0/structsf_1_1Event_1_1MouseWheelEvent.php

3
General / Re: AW: Using CMake to build my project
« on: July 20, 2013, 01:03:32 pm »
The error just means, that CMake couldn't find SFML, which is needed by your project.
Where are your SFML libraries located can they be found by ld?

It seems I upgraded my operating system and it uninstalled SFML so I had to reinstall, thank you :)

4
General / Using CMake to build my project
« on: July 18, 2013, 05:13:32 pm »
So I have this[1] project and it always built just fine but now I decide to try and rebuild it and it doesn't work any more. I get the following error:

Code: [Select]
CMake Error at CMakeLists.txt:9 (find_package):
  By not providing "FindSFML.cmake" in CMAKE_MODULE_PATH this project has
  asked CMake to find a package configuration file provided by "SFML", but
  CMake did not find one.

  Could not find a package configuration file provided by "SFML" (requested
  version 2.0) with any of the following names:

    SFMLConfig.cmake
    sfml-config.cmake

  Add the installation prefix of "SFML" to CMAKE_PREFIX_PATH or set
  "SFML_DIR" to a directory containing one of the above files.  If "SFML"
  provides a separate development package or SDK, be sure it has been
  installed.


-- Configuring incomplete, errors occurred!

I am using Ubuntu 13.04 and I'm thinking this could be happening because I have a new CMake version and that's why it doesn't work any more. My CMake version is 2.8.10.1, any ideas on what I need to fix?

Thank you in advance.

[1]: https://github.com/davidgomes/2dplatformer

5
Window / Window changing position
« on: January 12, 2013, 06:52:37 pm »
  window.create(sf::VideoMode(800, 640, 1), title.c_str(), sf::Style::Titlebar | sf::Style::Close);
  window.setFramerateLimit(60);
  window.setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - 400,
                                  sf::VideoMode::getDesktopMode().height / 2 - 320));
 

That's the code with the which I create my window. The window opens on (0, 0) and then jumps to the center of the screen.

Is there a way to make it open on the center right at the start? I don't really like the window "bouncing" position.

Thanks.

6
Graphics / Drawing different image than the one I have
« on: January 08, 2013, 10:30:31 pm »
I have a certain image on res/player.png. I open the image with an Image Viewer, and I get the very image.

Now, I have this class, which in the end, with a ::draw() method draws it. (note that Player is an sf::Sprite).

Code: [Select]
#include "Player.hpp"

using namespace std;

Player::Player(Game *_game, Tilemap *_map)
{
  game = _game;
  map = _map;

  /* Prepare debug label */
  debugText.setFont(game->arialFont);
  debugText.setCharacterSize(12);
  debugText.setPosition(2, 14);
  debugText.setColor(sf::Color::Red);

  /* Load image */
  sf::Texture texture;
  if (!texture.loadFromFile("res/player.png")) {
    printf("Error loading player image.\n");
  }

  width = 32;
  height = 32;

  x = 20;
  y = 20;

  vx = 0.f;
  vy = 0.f;

  setTexture(texture);
}

void Player::update()
{
  debugText.setString("");

  if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
    vx = 3;
  }

  if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
    vx = -3;
  }

  /* Jumpity jumpy jump */
  if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
    if (map->raw[(int) floor(floor(y + height + 0.5) / 8)][(int) floor(x / 8)]) {
      vy = -6;
    }
  }

  if (!map->raw[(int) floor((y + height + 1) / 8)][(int) (floor(x / 8))]) {
    vy += 0.2;
  }

  if (vx > 0) {
    for (int i = 0; i < floor(vx); i++) {
      if (!map->raw[(int) floor(y / 8)][(int) floor((x + width) / 8)])
        x++;
      else
        break;
    }
  } else if (vx < 0) {
    for (int i = 0; i < floor(-vx); i++) {
      if (!map->raw[(int) floor(y / 8)][(int) (floor((x - 1) / 8))])
        x--;
      else
        break;
    }
  }

  if (vy > 0) {
    for (int i = 0; i < floor(vy); i++) {
      if (y + height - floor(y + height) == 0.5) {
        system("clear");
        printf("\n\n\n\n*******\n****************************\n*************** HERE\n\n");
        y + 0.001;
      }
     
      if (!map->raw[(int) floor(floor(y + height + 0.5) / 8)][(int) floor(x / 8)] &&
          !map->raw[(int) floor(floor(y + height + 0.5) / 8)][(int) floor((x + width - 1) / 8)])
        y++;
      else
        break;
    }
  } else if (vy < 0) {
    y += vy;
  }

  //printf("%lf, %lf\n", y + height, floor(y + height + 0.5));

  /* Apply friction */
  if (vx > 0) vx -= 0.1;
  if (vx < 0) vx += 0.1;
  if (abs(vx) < 0.15) vx = 0;

  setPosition(x, y);
}

void Player::draw() {
  game->window.draw(*this);
  game->window.draw(debugText);
}

And the image I get on the screen when playing the Player is a white square (32 * 32).

Any ideas on why this might be happening? Thanks. I tried renaming the image, making the project countless times.

7
Graphics / Re: sf::Text not appearing on the screen v2
« on: January 06, 2013, 10:40:25 pm »
I suggest that you add a draw method to the Player class and draw the debugText there.
The problem here is that you draw the debugText in Player::upate and then clear the screen in PlayState::draw so the debugText is cleared.

That was dumb of me. Thanks, it worked!

8
Graphics / [SOLVED] sf::Text not appearing on the screen v2
« on: January 06, 2013, 08:43:08 pm »
#include "Player.hpp"

using namespace std;

Player::Player(Game *_game, Tilemap *_map)
{
  game = _game;
  map = _map;

  /* Prepare debug label */
  debugText.setFont(game->arialFont);
  debugText.setCharacterSize(80);
  debugText.setPosition(16, 16);
  debugText.setColor(sf::Color::Red);

  /* Load image */
  sf::Texture texture;
  if (!texture.loadFromFile("res/player.png")) {
    printf("Error loading player image.\n");
  }

  width = 32;
  height = 32;

  x = 20;
  y = 20;

  vx = 0.f;
  vy = 0.f;

  setTexture(texture);
}

void Player::update()
{
  if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
    vx = 2;
  }

  if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
    vx = -2;
  }

  if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
    vy = -3;
  }

  if (!map->raw[(int) floor((y + height) / 8)][(int) floor(x / 8)]) {
    vy += 0.4;
  }

  if (vx > 0) {
    for (int i = 0; i < floor(vx); i++) {
      if (!map->raw[(int) floor(y / 8)][(int) floor((x + width) / 8)])
        x++;
    }
  } else if (vx < 0) {
    for (int i = 0; i > ceil(vx); i--) {
      if (!map->raw[(int) floor(y / 8)][(int) (floor((x + width) / 8) - 4)])
        x--;
    }
  }

  if (vy > 0) {
    for (int i = 0; i < floor(vy); i++) {
      if (!map->raw[(int) floor((y + height) / 8)][(int) floor(x / 8)])
        y++;
    }
  } else if (vy < 0) {
    y += vy;
  }

  /* Apply friction */
  if (vx > 0) vx -= 0.1;
  if (vx < 0) vx += 0.1;
  if (abs(vx) < 0.15) vx = 0;

  if (vy > 0) vy -= 0.1;
  if (vy < 0) vy += 0.1;
  if (abs(vy) < 0.15) vy = 0;

  setPosition(x, y);

  debugText.setString("ss");
  game->window.draw(debugText);
}
 

That is my Player.cpp file.

I'm drawing that string, but it's nowhere to be seen on the screen.

On another class:

#include "PlayState.hpp"

using namespace std;

PlayState::PlayState(Game *_game)
{
  game = _game;

  /* Set up FPS string */
  fps.setFont(game->arialFont);
  fps.setCharacterSize(12);
  fps.setPosition(2, 2);
  fps.setColor(sf::Color::Red);

  currentMap = new Tilemap("res/map1.txt", &(game->window));
  player = new Player(_game, currentMap);
}

void PlayState::setup() { }

void PlayState::update()
{
  sf::Event event;
  while (game->window.pollEvent(event)) {
    if (event.type == sf::Event::Closed) {
      game->window.close();
    } else if (event.type == sf::Event::KeyPressed) {
      if (event.key.code == sf::Keyboard::Escape) {
        game->window.close();
      }
    }
  }

  player->update();
}

void PlayState::draw()
{
  /* Clear the screen */
  game->window.clear();

  /* Draw the player */
  game->window.draw(*player);
 
  /* Draw the map */
  currentMap->draw(400, 320);

  /* Draw FPS */
  stringstream fpsStream;
  fpsStream << ceil(game->fps);
  fps.setString(fpsStream.str());
  game->window.draw(fps);

  /* Display */
  game->window.display();
}
 

I have some very similar code for drawing sf::Text fps. I'm using the same font (game->arialFont) and giving it the same color, but I can't see sf::Text debugText (I can see sf::Text fps).

Any ideas?

9
Graphics / Re: [SOLVED] sf::Text not appearing on the screen
« on: December 30, 2012, 01:53:44 pm »
That was it, thank you!

10
Graphics / [SOLVED] sf::Text not appearing on the screen
« on: December 30, 2012, 04:37:49 am »
First of all, here's my code:

#include "PlayState.hpp"

using namespace std;

PlayState::PlayState(Game *_game) {
  game = _game;

  /* Set up FPS string */
  fps.setCharacterSize(12);
  fps.setPosition(400, 320);
  fps.setColor(sf::Color::Red);
 
  player = new Player();

  currentMap = new Tilemap("res/map1.txt", &(game->window));
}

void PlayState::setup() { }

void PlayState::update() {
  sf::Event event;
  while (game->window.pollEvent(event)) {
    if (event.type == sf::Event::Closed) {
      game->window.close();
    } else if (event.type == sf::Event::KeyPressed) {
      if (event.key.code == sf::Keyboard::Escape) {
        game->window.close();
      }
    }
  }

  player->update();
}

void PlayState::draw() {
  game->window.clear();

  /* Draw the player */
  //game->window.draw(*player);

  /* Draw the map */
  //currentMap->draw(400, 320);

  /* Draw FPS */
  fps.setString("Hi");
  game->window.draw(fps);

  game->window.display();
}
 

The only thing I'm drawing to the screen is a sf::Text, but it's not appearing on the screen. I'm using built-from-git SFML. I tried an older build, and it worked, I could see the sf::Text. When I changed its color, though, I got a floating point exception.

Any ideas on what I'm doing wrong?

EDIT
I also tried to dynamically allocate the sf::Text fps; and then do "fps = new sf::Text();" and what not, but it also didn't work.

11
General / SFML Makefiles
« on: August 31, 2012, 12:13:23 pm »
Hey there,

LIBS=-lsfml-graphics -lsfml-window -lsfml-system

all:
        @echo "** Building the game"
        g++ -c "State.cpp" -o State.o
        g++ -c "PlayState.cpp" -o PlayState.o
        g++ -c "Game.cpp" -o Game.o
        g++ -c "Object.hpp" -o Object.o
        g++ -c "Player.hpp" -o Player.o
        g++ -o thegame Game.o State.o PlayState.o Object.o Player.o $(LIBS)

clean:
        @echo "** Removing object files and executable..."
        rm -f thegame

install:
        @echo '** Installing...'
        cp thegame /usr/bin

uninstall:
        @echo '** Uninstalling...'
        rm thegame

That's the makefile I've been using for my SFML Project.

Code: [Select]
** Building the game
g++ -c "State.cpp" -o State.o
g++ -c "PlayState.cpp" -o PlayState.o
g++ -c "Game.cpp" -o Game.o
g++ -c "Object.hpp" -o Object.o
g++ -c "Player.hpp" -o Player.o
g++ -o thegame Game.o State.o PlayState.o Object.o Player.o -lsfml-graphics -lsfml-window -lsfml-system
/usr/bin/ld:Object.o: file format not recognized; treating as linker script
/usr/bin/ld:Object.o:1: syntax error
collect2: error: ld returned 1 exit status
make: *** [all] Error 1

It hasn't quite been working, though. Do you guys also use Makefiles, any tips? Thank you.

12
Graphics / sf::RenderWindow draw image
« on: August 30, 2012, 08:40:57 pm »
I'm not being able to draw an sf::Image to a sf::RenderWindow.

Code: [Select]
PlayState.cpp: In member function ‘virtual void PlayState::render()’:
PlayState.cpp:30:34: error: no matching function for call to ‘sf::RenderWindow::draw(sf::Image&)’
PlayState.cpp:30:34: note: candidates are:
In file included from /usr/include/SFML/Graphics/RenderTexture.hpp:33:0,
                 from /usr/include/SFML/Graphics.hpp:39,
                 from PlayState.cpp:3:
/usr/include/SFML/Graphics/RenderTarget.hpp:186:10: note: void sf::RenderTarget::draw(const sf::Drawable&, const sf::RenderStates&)
/usr/include/SFML/Graphics/RenderTarget.hpp:186:10: note:   no known conversion for argument 1 from ‘sf::Image’ to ‘const sf::Drawable&’
/usr/include/SFML/Graphics/RenderTarget.hpp:197:10: note: void sf::RenderTarget::draw(const sf::Vertex*, unsigned int, sf::PrimitiveType, const sf::RenderStates&)
/usr/include/SFML/Graphics/RenderTarget.hpp:197:10: note:   candidate expects 4 arguments, 1 provided
make: *** [all] Error 1

void PlayState::render() {
  game->window.clear();
  game->window.draw(player->image);
  game->window.display();
}

That is my code. First of all, isn't sf::Image an sf::Drawable? Secondly, how would I go about passing the sf::RenderStates?

Thank you.






Oh wait, just read this, it all make sense now :)

13
General / Re: No window appears
« on: August 28, 2012, 05:42:11 pm »
Edit: The next problem will be, now that your window isOpen the application will get stuck in the update() function at the while(window.isOpen()) loop and never reach the render function. ;)

I actually had thought of that already, but I knew *that* was not the problem. I am debug printing on render(), it is reaching there lots of times.

Code: [Select]
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>

#include "Game.hpp"

#include <stdio.h>

void Game::setup() {
  title = "Explosonoid";
  window.create(sf::VideoMode(800, 600, 32), title.c_str());
  sf::CircleShape shape(100.f);
  shape.setFillColor(sf::Color::Green);

  start();
}

void Game::start()
{
  /* Handle game-related variables here */
 
  run();
}

void Game::run() {
  running = true;

  while (running) {
    update();
    render();
  }
}

void Game::update() {
  sf::Event event;
  while (window.pollEvent(event))
  {
    if (event.type == sf::Event::Closed)
      window.close();
  }
}

void Game::render() {
  printf("Starting render...\n");
  window.clear();
  window.draw(shape);
  window.display();
}

int main(int argc, char *argv[]) {
  Game game;
  game.start();
  game.run();

  return 0;
}

Either way, I still fixed it to make sure, it's not working yet. Thank you for all the attention.

14
General / Re: No window appears
« on: August 28, 2012, 05:23:50 pm »
Mhm, I understand what's wrong and how to fix it, but I'm not really succeeding:
This is what you want:
window.create(sf::VideoMode(800, 600, 32), title.c_str());
The creation an other window doesn't make sense.

Also, in the Game.hpp file, should I declare the window as sf::Window or sf::RenderWindow? Thank you.
Depends what you want to do, but I guess you want to use all the features SFML provides thus sf::RenderWindow is what you want to use.

Edit: The next problem will be, now that your window isOpen the application will get stuck in the update() function at the while(window.isOpen()) loop and never reach the render function. ;)

Thanks a lot, but that didn't really work:

Code: [Select]
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>

#include "Game.hpp"

#include <stdio.h>

void Game::setup() {
  title = "s";
  window.create(sf::VideoMode(800, 600, 32), title.c_str());
  sf::CircleShape shape(100.f);
  shape.setFillColor(sf::Color::Green);

  start();
}

void Game::start()
{
  /* Handle game-related variables here */
 
  run();
}

void Game::run() {
  running = true;

  while (running) {
    update();
    render();
  }
}

void Game::update() {
  while (window.isOpen())
  {
    sf::Event event;
    while (window.pollEvent(event))
    {
      if (event.type == sf::Event::Closed)
        window.close();
    }
  }
}

void Game::render() {
  printf("Starting render...\n");
  window.clear();
  window.draw(shape);
  window.display();
}

int main(int argc, char *argv[]) {
  Game game;
  game.start();
  game.run();

  return 0;
}

The window is still not showing up :S

15
General / Re: No window appears
« on: August 28, 2012, 05:03:47 pm »
In setup() you create a temporary sf::RenderWindow object, thus you initialize the member window with the default constructor which doesn't really create the window.
See documentation:
Quote
Default constructor.

This constructor doesn't actually create the window, use the other constructors or call Create to do so.

Mhm, I understand what's wrong and how to fix it, but I'm not really succeeding:

I tried

window.create(sf::VideoMode(800, 600, 32), title.c_str());
window = sf:Window(sf::VideoMode(800, 600, 32), title.c_str());

And more things, but not luck.

sf::Window window;

Also, in the Game.hpp file, should I declare the window as sf::Window or sf::RenderWindow? Thank you.

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