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Messages - ThoseCoolGamers

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1
General / Re: SFML slows down over time
« on: July 18, 2018, 03:12:23 am »
I ran your code for 5 minutes and the framerate stayed more or less constant.

Okay thanks I'll try and run this on my parents laptop and see if the framerate stay stable!  :)

2
General / Re: SFML slows down over time
« on: July 18, 2018, 03:09:15 am »
Thanks for the insight Hapax I'll use what you said to hopefully eliminate my bug.  :)
Not sure why there are square brackets at the beginning and end of your code. :P
Also the brackets are there because when I added the code = cpp part I must have left in the brackets!

3
General / SFML slows down over time
« on: July 18, 2018, 01:58:09 am »
So I've been using SFML for a little bit now and I've ran into and bug.
After about 6 minutes my game will slow down going from around 1000 - 400 fps down to 100- 20 fps. This causes the player movement to jerk around, going forward and back spontaneously, I don't know if this is due to poorly written code or if its to do with my computer.

Here's the code I wrote:

[
#include <SFML/Graphics.hpp>
#include <iostream>

using namespace std;

int main()
{
        sf::RenderWindow window(sf::VideoMode(800, 800), "game");

        sf::Sprite Player;
        Player.setScale(5,5);
        Player.setPosition(400, 400);
       
        sf::Texture Texture;
        Texture.loadFromFile("t.png");
        Player.setTexture(Texture);

        sf::Clock clock;
        sf::Time dt;

        sf::Clock FPSClock;
        sf::Time FPS;

        int Speed = 500;
        sf::Vector2f Pos;
       
        while (window.isOpen())
        {
                sf::Event event;
                while (window.pollEvent(event))
                {
                        if (event.type == sf::Event::Closed)
                                window.close();
                }
       
                sf::Time time = FPSClock.getElapsedTime();

                if (1.0f / time.asSeconds() < 100)
                        cout << 1.0f / time.asSeconds() << endl;

                FPSClock.restart().asSeconds();
                dt = clock.restart();

                Player.setPosition(Pos);

                if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
                        Pos.y -= Speed * dt.asSeconds();

                if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
                        Pos.y += Speed * dt.asSeconds();

                if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
                        Pos.x -= Speed * dt.asSeconds();

                if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
                        Pos.x += Speed * dt.asSeconds();

                window.clear();

                window.draw(Player);

                window.display();
        }

        return 0;
}]

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