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Messages - kaB00M

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1
Window / Re: Possible bug: recreating window during Touch event (Windows)
« on: September 29, 2021, 10:29:31 pm »
Touch inputs for Windows haven't been implemented, as such whatever implementation you're using is not official reviewed and tested and might have bugs. As such I've moved the topic to the help section.

Did you by any chance build SFML from the feature/windows_touch branch?

yes, I did.
So far it's working pretty good, beside the aforementioned problem!  ;)


2
Window / Possible bug: recreating window during Touch event (Windows)
« on: September 28, 2021, 09:06:58 pm »
Hey!
Using win 8.1
Using SFML 2.5.1

I made an app that upon touch switches between full screen and windowed mode. I'm using 'window.close()' and 'window.create(...)' for this.
It stops working after some of tries.  After doing some digging, I found out the event.touch.finger value keeps increasing, even though I'm using a single finger during the whole process. When it reaches the value 10 the function stops working.
It seems the 'touchIDs' in the Windows implementation are not being properly reset during the 'window re-create' process.

Thank you for SFML.



3
Network / Re: FTP cant download or upload
« on: June 26, 2020, 08:46:08 pm »
Thanks for the reply eXpl0it3r.

Figure it out: Apparently, my connection was too slow and unreliable. I was tethering from a mobile phone at the time of the test.

It works great on a 'normal' connection. 

4
Network / FTP cant download or upload
« on: June 22, 2020, 07:20:16 pm »
Hello.

I'm using SFML Ftp.
Host is ftpupload.net
I can connect successfully.
I also CAN create folders and delete files or folders.
But I cant download or upload files.
I get a 1001 error respond message after trying to download or upload.
Any ideas?

Thank you.


5
Feature requests / sfml for ps4
« on: March 27, 2013, 11:37:31 pm »
Is it possible a version of sfml for PlayStation 4, it being very similar to PC architecture and all?

Quote
    64-bit x84 arch
    Low power consumption
    Low heat
    8 cores, HW threads
    2MiB L2-cache per 4 core group, 32kib I1 I/D-cache
    PlayStation Shader Language
    Similar to HLSL
    Allows featured BEYOND DirectX 11 and OpenGL 4.0

6
SFML projects / Mini Crown
« on: March 27, 2013, 12:32:46 am »
New (mini) game based on Vanillaware's Dragon's Crown upcoming  rpg/beat-em-up title.

Featuring:
  • Art from Dragon's Crown
  • Original music piece from Basicscape
  • Online leader board
  • Simplistic gameplay



screenshot00
screenshot01
screenshot02

download 5.6MB [windows]

7
Thanks for quick reply.

8
Hi. I'm wondering if there's a way to manipulate files without using download/upload to/from hard drive?
I mean something like downloading a file directly to std::fstream, for example.    :)

9
SFML projects / Re: New RichText class
« on: March 03, 2013, 05:15:10 am »
Quote
I like that! If you have a Bitbucket account I'd accept a pull request, or I can just add it in myself if not.

Glad you like it.  :) This is my first contribution to a project ever!

10
SFML projects / Re: New RichText class
« on: March 01, 2013, 09:04:43 pm »
I love it!  :) This is free to use, right?

Something though, why not add the default font to this constructor like sf::Text does?

explicit RichText(const String& source, const Font& font, unsigned int characterSize = 30);

This way the following is possible.

sf::RichText text("_nice and clean_");

Also, not sure how practical this is but, how about something like:

#rgb(255,0,0) red_text

This is my take on it.

Color
RichText::getColorByRGBA(String source) const
{

            //replace all non numeric characters with white-spaces
            for (size_t i = 0; i < source.getSize(); ++i)
            {
                if ( !isdigit(source[i]) )
                    source[i] = ' ';
            }

            //split string
            std::string part;
            std::vector<std::string> rgbValues;
            std::stringstream ss(source);

            while (ss >> part)
            {
                rgbValues.push_back(part);
            }

            unsigned char r = atoi( rgbValues[0].c_str() );
            unsigned char g = atoi( rgbValues[1].c_str() );
            unsigned char b = atoi( rgbValues[2].c_str() );
            unsigned char a = rgbValues.size() < 4 ? 255 : atoi( rgbValues[3].c_str() );

            return sf::Color(r, g, b, a);

}

Called here:
Color
        RichText::getColor(const String& source) const
        {
                std::map<String, Color>::const_iterator result = colors.find(source);
                if (result == colors.end())
                {
                        //HERE
                        if (source.find("rgb") != std::string::npos)
                        {
                            return getColorByRGBA(source);
                        }

                        unsigned hex = 0x0;
                        if (!(std::stringstream(source) >> std::hex >> hex))
                        {
                                //      Error parsing; return default
                                return Color::White;
                        };

                        return getColor(hex);
                }

                return result->second;
        }

11
System / Re: Elegant way to check if mouse position is within a rectangle?
« on: February 16, 2013, 06:33:56 am »
How about wrapping sf::Mouse inside a mouse class.

#include "SFML/Window.hpp"
class MyMouse{

public:
        MyMouse(const sf::Window& _window, int mouse_width, int mouse_height) :
        window(_window)
        {
                //initialize box
                mouse_box.width = mouse_width;
                mouse_box.height = mouse_height;
        }

        sf::Vector2i getPosition(const sf::Window &relativeTo){
                return sf::Mouse::getPosition(relativeTo);
        }

        //WRAP THE REST OF sf::Mouse FUNCTIONS

        bool intersects(sf::FloatRect& other_box){

                //update before comparing
                mouse_box.left =  sf::Mouse::getPosition(window).x;
                mouse_box.top =  sf::Mouse::getPosition(window).y;

                return mouse_box.intersects(other_box);
        }

private:
        const sf::Window& window;
        sf::FloatRect mouse_box;
};
 

You can use it like:

MyMouse mouse(window, 16, 16); //initialize

mouse.intersects( statBox.getGlobalBounds() ); //assuming statBox is a sf::Sprite
 

12
SFML projects / Re: Seiken Densetsu/Mana Fan Game [WIP]
« on: February 05, 2013, 07:12:12 pm »
Thanks for playing.  :)

I really want to play this, but I can't, as its telling me that the TextParser cannot be found.

What?  ???

TextParser is one of the classes I used. No idea what this is.
Does this happens at start up?
Does it displays any other message?

13
SFML projects / Re: Seiken Densetsu/Mana Fan Game [WIP]
« on: February 03, 2013, 04:26:08 pm »
Bump!

14
General discussions / Re: A new logo for SFML
« on: February 03, 2013, 07:56:42 am »


Mixing it up.

15
SFML projects / Re: My current project using SFML
« on: February 01, 2013, 11:23:20 am »
This speed thing is really getting the best of me.

What do you mean? Just do:

window.setFramerateLimit(60)

After that you an use the this code to check if it's working.


Ive implemented a system of blood that flies out of the player when they get hit.  After a short animation it lands on the ground and stays there.  Its kinda cool actually because you walk around and see the damage that the skeletons did to you.  I'm working on a death animation for the enemies, the fact that they just disappear bothers me.  Since i have the decal class that does the blood its simple now to have the enemies respond in kind.

Looking forward to that.

The shooting while moving was a design choice.  I felt that by allowing the player to shoot while standing still turned the game into a shooting range, and not a "go get em" type feel i wanted.  I didn't want them to sit back and camp.  I wanted them to get into it and charge the skeletons.

I see. It makes sense.
In the future you could have multiple characters. On could be the "sit back and camp" kind of guy with its damage being very small. On the other hand, you could have a character with very little range that does much damage.

Thanks for the compliment on the artwork, but its not mine.  I got the tile set from here: http://pousse.rapiere.free.fr/tome/.  I tried contacting the artist, but the email link is dead.  :-\

Well you got good taste. :)

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