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Messages - solver

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1
Java / Re: JSFML using github SFML
« on: July 19, 2013, 11:32:25 pm »
You can make a patch and try to apply it to a jsfml sources. But be attentive with JNI headers.
I suppose it will work.

2
Graphics / Re: Camera Boundary
« on: July 19, 2013, 11:21:09 pm »
I used a Camera class, that implements certain behaviour. This class can have got a field for world's size, that sets when level is loading. So, camera can make decision: to move or not.

3
Graphics / Re: SFML best objekt for drawing
« on: July 19, 2013, 11:11:54 pm »
In this case, no matters what language to use. I just want to show how can be draw method implemented. You know that better than me, so you can show it in c++.

4
Graphics / Re: SFML best objekt for drawing
« on: July 19, 2013, 10:03:43 pm »
Just make your GameObject deriving from sf::Drawable, and implement draw method. Somethin like this (dont afraid, it is java):
@Override
public void draw(RenderTarget target, RenderStates states) {
    target.draw(sprite, states);
    drawBoundingBox(target, states);
}

5
Graphics / Re: Origins and positions
« on: May 15, 2013, 07:06:10 pm »
Yes, I know it. But I need technical details. For example, how I can implement drawning of any object:
target.drawSome(getOrigin() + getPosition(), params...);
Or
screenPos = getOrigin() + getPosition(); //In superclass
...
target.drawSome(realPos, params...); // In derivative class. getRealPos is protected field ob superclass

6
General discussions / Re: Please update ubuntu package libsfml-dev
« on: May 15, 2013, 03:21:27 pm »
Anyway you can build SFML from source. There is some guides on sfml's website.

7
Graphics / Origins and positions
« on: May 15, 2013, 03:01:30 pm »
Hi. I want to implement SFML-like functionality in my small project, because i cant use SFML/GL directly. So, I have a problem with understanding how 'origins' works. As you know setOrigin() doesn't changes position-property of the object, but changes on-screen position. I had to add realPos field to my base class. And when I calls my setOrigin() realPos changes. Here some examples:
public void setPosition(Vector2i position) {
        this.position = position;
        realPos = Vector2i.add(position, origin);
}
And one of draw methods:
@Override
public void draw(Graphics target) {
        target.drawString(as.getIterator(), realPos.x, realPos.y);
}

8
Graphics / Re: Can you draw a shaped sprite?
« on: July 24, 2012, 05:06:31 pm »
1. Launch gimp
2. Create new file
3. Layer -> Mask -> Add layer mask -> "Black (full transparency)" -> OK
4. Layer -> Aply layer mask
5. Draw your image and save it with .png.

9
Graphics / Re: Drawing sprites on screen issue
« on: July 24, 2012, 12:05:50 pm »
Thanks. Now I can start refactoring.
</tread>

10
Graphics / Re: Drawing sprites on screen issue
« on: July 24, 2012, 09:02:29 am »
>Are you asking for the 'best' solution?
Yes. This is exactly what I was looking for.

11
Graphics / Re: Drawing sprites on screen issue
« on: July 23, 2012, 09:59:51 pm »
Ok. For example, I want to draw grid and I want to use function to do this job. At the first time I use this:
void draw_grid (sf::RenderWindow &App)
{
    /*Some code*/
        App.Draw (line);
    /*...*/
}
 
Another 2 methods I descibed in my first post.

12
Graphics / Drawing sprites on screen issue [SOLVED]
« on: July 23, 2012, 08:42:54 pm »
Hello. I have a question: what method i must use to put sprites on screen? I know 3:
  • Draw sprites on texture, and then draw texture on screen
  • Draw by passing main "sf::RenderWindow App" into MyClass::Draw (sf::RenderWindow &App)
  • Inheritance of the sf::Drawable class by MyClass, and drawing it by common way
I have not found the answer on the forum and other websites. Sorry for my english. Thanks.

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