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Messages - Nero

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1
Graphics / Fade in - fade out transition function
« on: August 31, 2018, 02:28:09 pm »
Hello there!
I have a rectangle shape with the size of the window.
I'm trying to create a transition effect that fades in the rectangle and then fades out when the first fade is fully completed.
This whole effect starts when someBool == superiorBool::True and ends when someBool == superiorBool::Unitialized.

void Application::transition()
{
        transitionRectangle.setFillColor(sf::Color(0,0,0, transitionRectangleAlphaChannel)); // transitionRectangleAlphaChannel is initialized as 0 by default

        if (transitionClock.getElapsedTime().asSeconds() > 0.1f && transitionRectangleAlphaChannel < 255.f && someBool == superiorBool::True)
        {
                transitionClock.restart();
                transitionRectangleAlphaChannel += 5;
        }
        else if (transitionClock.getElapsedTime().asSeconds() > 0.1f && transitionRectangleAlphaChannel > 0.f && someBool == superiorBool::False)
        {
                transitionClock.restart();
                transitionRectangleAlphaChannel -= 5;
        }

        if (someBool == superiorBool::True && transitionRectangleAlphaChannel == 255)
        {
                someBool = superiorBool::False;
        }
        else if (someBool == superiorBool::False && transitionRectangleAlphaChannel == 0)
        {
                someBool = superiorBool::Uninitialized;
        }
 

For some reasons it doesn't work. Any ideas?
Thanks in advance!

2
Window / Re: Minimize the window
« on: August 05, 2018, 03:50:28 pm »
Yes we do.

Does this work? I'm not really familiar with GitHub and I couldn't find a download link.

3
Graphics / Re: Combine 2 sprites into a single one?
« on: July 23, 2018, 07:31:39 pm »
Damn, I was looking like an idiot for a SetFillColor function lol.
Thanks very much!

4
Graphics / Re: Combine 2 sprites into a single one?
« on: July 23, 2018, 11:41:36 am »
I was aware of the white clear color and later I realized that I should change the size too. I've also changed the textures so they are fully opaque. This is what I have right now:
void Player::draw()
{

        texture.clear(sf::Color::Transparent);

        texture.draw(shadow, sf::BlendNone);
        Application::getInstance()->window.draw(body);
        texture.draw(gunShadow, sf::BlendNone);
        Application::getInstance()->window.draw(gun);

        for (size_t i = 0; i < bullets.size(); i++)    
        {
                        Application::getInstance()->window.draw(bullets.at(i).getBody());
        }

        texture.display();

        sf::Sprite sprite(texture.getTexture());
        Application::getInstance()->window.draw(sprite);
}

But it still looks weird :


That's how it looks without BlendNone :


I guess it should work if I would apply a color overlay to the whole texture, without using BlendNone on body and gun textures separately... Is this possible? What should I do next?

5
Graphics / Re: Combine 2 sprites into a single one?
« on: July 23, 2018, 11:04:43 am »
I deleted what I've done after I saw it doesn't work. I recreated it and I think it's a bit better than before.
So, I have a class called Player. I initialized the texture in Player constructor :
if (!texture.create(100, 100))
        std::cout << "error" << std::endl;

And then here is Player draw function :
void Player::draw()
{

        texture.clear(sf::Color::White);

        //Application::getInstance()->window.draw(shadow); <---- that's the draw call I've been using before
        texture.draw(shadow);
        Application::getInstance()->window.draw(body); // draw of the body (not the shadow)
        //Application::getInstance()->window.draw(gunShadow); <--  draw call used before
        texture.draw(gunShadow);
        Application::getInstance()->window.draw(gun);

// Some bullets draw thing, not important
        for (size_t i = 0; i < bullets.size(); i++)    
        {
                        Application::getInstance()->window.draw(bullets.at(i).getBody());
        }

        texture.display();

        sf::Sprite sprite(texture.getTexture());
        Application::getInstance()->window.draw(sprite);
}
 

Right now, it kinda looks like a mask or something, but the problem is obviously still there because I haven't used sf::BlendMode.
That's how it looks :

6
Graphics / Re: Combine 2 sprites into a single one?
« on: July 23, 2018, 10:06:53 am »
This is probably not the only option, but you can draw all the shadows to an sf::RenderTexture without applying alpha blending ("None" blend mode), and then draw your render-texture with alpha blending enabled.

I've looked at the sf::RenderTexture and sf::BlendMode documentation but I couldn't understand how to do it. I've tried something but I've created a buggy and laggy texture.

Could you help me with the code? Both bodyShadow and gunShadow are rectangles directly drawn on the window.

PS: I didn't set shadows transparency using setFillColor function, but using photoshop to add transparency to the texture (if this matters).

7
Graphics / [SOLVED]Combine 2 sprites into a single one?
« on: July 23, 2018, 08:52:42 am »
So, I am facing this problem:


Basically, I have 2 rectangles ( body shadow and gun shadow ), each one having a black texture with 40% opacity that goes up to 80% in the place where they intersect. Is there a way to make the shadows appear as a single shape?

Thanks in advance !

8
Window / Re: Minimize the window
« on: June 20, 2018, 11:52:56 am »
Well, thanks I guess. Are you guys planning to implement something like that btw? :)

9
Window / Minimize the window
« on: June 20, 2018, 11:21:44 am »
Hello guys! I've created a custom titlebar that's fully working EXCEPT the minimize button. I can't minimize the window even if I try to do it from the windows taskbar. Any ideas? I would prefer one that's not Windows-specific but if there is no other solution, I'd be grateful to hear the windows one too! :D



Edit: Wow, that's a big image lol.

10
General / Custom Titlebar
« on: May 18, 2018, 02:40:32 pm »
Is there a way to create a custom titlebar using SFML?

Or at least vanish the actual titlebar (white thing from image below) so I can create a custom one using rectangles?


11
Is it necessary to use delta time if I capped the frame rate? How exactly does the frame rate function work?

12
General / C++ & SFML class vector - showing the wrong texture
« on: May 09, 2018, 04:24:53 pm »
So, my problem is this : I have a class called thing. The class basically creates a rectangle with a texture. When I'm drawing the rectangle on the window without using a vector, all works fine, but when I do, it takes the wrong texture (another texture from the same folder) even tho in the class it says nothing about that texture.

Here is the code :

Main.cpp
#include <SFML/Graphics.hpp>    
#include <iostream>
#include "thing.h"
#include <vector>

int main()
{
    sf::RenderWindow window(sf::VideoMode(1280, 720), "whatever", sf::Style::Close);

    std::vector<thing> things;
    things.emplace_back(thing());

sf::Texture textureanother1;
textureanother1.loadFromFile("textures/another1.png");

sf::Texture textureanother2;
textureanother2.loadFromFile("textures/another2.png");

sf::RectangleShape another1(sf::Vector2f(132.0f, 94.0f));
another1.setTexture(&textureanother1);
another1.setOrigin(66.0f, 94.0f);
another1.setPosition(500.0f, 680.0f);

sf::RectangleShape another2(sf::Vector2f(126.0f, 55.0f));
another2.setTexture(&textureanother2);
another2.setOrigin(63.0f, 55.0f);
another2.setPosition(500.0f, 605.0f);

    while (window.isOpen())
    {
        sf::Event evnt;
        while (window.pollEvent(evnt))
        {
            if (evnt.type == sf::Event::Closed)
            {
                window.close();
            }
            else
            {
                break;
            }
        }

        window.draw(another1);
        window.draw(things.at(0).thingItem);
        window.draw(another2);
        window.display();
    }
    return 0;
}

Thing.h

#pragma once

#include <SFML/Graphics.hpp>

class thing
{
public:
    thing();
    ~thing();

    sf::Texture thingTexture;
    sf::RectangleShape thingItem;
};

Thing.cpp

#include "thing.h"

thing::thing()
{
    thingTexture.loadFromFile("textures/sometexture.png");
    thingItem.setTexture(&thingTexture);
    thingItem.setSize(sf::Vector2f(16.25f, 99.25f));
    thingItem.setOrigin(8.125f, 99.25f);
    thingItem.setPosition(500.0f, 99.25f);

}

thing::~thing() = default;

Again, ALL other rectangles except the one created with the class and a vector work fine. The one created with a class and a vector works fine ONLY when it's used without a vector. What is wrong? There are no errors or warnings.

Instead of that : (which is showed when I use the class thing without a vector)



It shows that : (I used a vector, like in the code)



PS: I changed a bit names and deleted commens so you won't be confused by the strange words.

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