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### Messages - Finn

Pages: [1] 2 3 ... 6
1
##### General / Re: Setting Sprite on a circle around the player in an angle to mouseposition
« on: September 29, 2012, 07:06:49 pm »
Okay I think now I got something that's very close to what I want.

My vectors consist of x and y coordinates
O = Object-Vector
M = Mouse-Vector
P = Player-Vector

and this is what my algo comes down to:

O = P + r * (P - M) / (|P| - |M|)

It works flawless...except that it doesn't gimme the coords of the circle-side facing the mouse...instead it gives me the coordinates on the other side of the circle. Any ideas on how to fix it?

Greets,
Finn

PS: You helped me alot so far, you're great! )

EDIT: GOT IT!! Changed to :
Code: [Select]
`O = P - r * (P - M) / (|P| - |M|)`

2
##### General / Re: Setting Sprite on a circle around the player in an angle to mouseposition
« on: September 29, 2012, 06:25:09 pm »
Yeah that's the problem...I'm thinking about this problem for hours and didn't come to any solution yet...guess I just got a brainlock or something

I would really appreciate if you'd show the the mathematical steps I have to do with examples!

Greets,
Finn

3
##### General / Re: Setting Sprite on a circle around the player in an angle to mouseposition
« on: September 29, 2012, 05:58:36 pm »
Oh you guys are fast

Some code would be helpfull though :-/

P = Playercoordinate
M = Mousecoordinate

First off getting PM by M-P.
sf::Vector2<float> pmVector;//player to mouse vector
pmVector.x = MouseX - PlayerX;
pmVector.y = MouseY - PlayerY;

Right?
What now?

Greets,
Finn

4
##### General / Setting Sprite on a circle around the player in an angle to mouseposition
« on: September 29, 2012, 04:51:57 pm »
Hey there!
Got a pretty much mathematical problem here I couldn't figure out after hours of trying...maybe some1 can help me.

Let me explain...

So I want to set the object's position to a coord on the circle.
The circle's coord should be calculated using the angle between the player and the mouse-position.

Hope you know what I'm talking about.

Greets,
Finn

5
##### General / Main Menu in SFML need tips
« on: December 05, 2010, 10:06:40 am »
There a several ways to do it, but most of them are really easy!
I did mine with Images as buttons. Then just check if one of the buttons is clicked and if so, go on to whawtever the button says

6
##### General / Handling FileInput?
« on: December 01, 2010, 08:17:06 pm »
Anyone's got an idea how I could manage to open a filescreen where you can choose a file? Like almost every software has...something like an "Open"-thing. Hope you know what I mean

7
« on: October 31, 2010, 09:20:44 am »
Sure it is!

8
##### SFML projects / Sketch RPG
« on: October 09, 2010, 09:41:42 pm »
Yeah...why not! Just contact me...do u have icq/msn?

9
##### SFML projects / Sketch RPG
« on: October 08, 2010, 08:03:11 pm »
Yep I'm sure I'll work on it for a long time. Dunno if it will be finished, but even though it's fun and good practice
I hope to get feedback by more people so that I'm more motivated to go on
Thanx,
Finn

10
##### SFML projects / Sketch RPG
« on: October 07, 2010, 06:32:50 pm »
Oh...sorry Use Hyper Cam than

11
##### SFML projects / Sketch RPG
« on: October 07, 2010, 04:23:55 pm »
gtk-recordMyDesktop. For Videoediting: Pitivi. But Youtube doesn't seem to like the format of the movie after editing so you have to convert it! For this I used DeVeDe

12
##### SFML projects / Sketch RPG
« on: October 07, 2010, 07:17:10 am »

13
##### General / Better way of enemy-list
« on: October 06, 2010, 12:56:55 pm »
Damn. If I knew that earlier I I haven't had that problems

14
##### General / Better way of enemy-list
« on: October 06, 2010, 07:20:53 am »
So changes will take place without having to refill the vector?

15
##### General / Better way of enemy-list
« on: October 05, 2010, 08:44:11 pm »
Hey!
I have some problems with my enemylist. All enemys are saved in a std::vector. So...I can't change them on the fly. I have to do:
Code: [Select]
`std::vector<enemy>::iterator It;enemy Enemy;for(It = List.begin(), int i = 0; i < List.size(); i++, It++){    Enemy = List.at(i);    List.erase(It);    //change things like position and stuff...       List.push_back(It);}`

But this produces some lag for the enemys. So it seems!
What's a better way of doin' this?
thx,
Finn

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