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Topics - orgos

Pages: [1]
1
General discussions / Current port status?
« on: September 17, 2010, 06:21:06 pm »
Hi.

I want to know if the current version of SFML 2 is ported simultaneous for all OS: win, linx, mac os?

thanks.

2
Graphics / Overloading SetOrigin.
« on: August 27, 2010, 03:26:40 pm »
Hi

Here another doubt, as I say in my "Getting sprite coords?"

ege::Image inherit from sf::Sprite

I want to overload the SetOrigin method with some like this

SetOrigin(ege::HALIGN x, ege::VALIGN y)

but when I make this, I need to use the SetOrigin of the sf::Sprite (parent class).

What is the better way to make this?

3
Graphics / Getting sprite coords?
« on: August 27, 2010, 03:21:41 pm »
Hi.

We want to make some "game engine" or framework using SFML, we are beginners programmers on c++ and we will need the entire forum help.

So here is our first request for help.

We make a new class called ege::Image (ege is our namespace for Easy Game Engine), the image inherit from sf::Sprite and the purpose is to make more simple the use of a simple Image. Image have many methods to make the developer life better. One of this method is SetAlign, where the Image can align to screen or to other Image, the align can be LEFT, CENTER, RIGHT, TOP, MIDDLE, BOTTOM, we implement it basically using the Position of Sprite and the Size of it, but that not make a full align when image rotate for example, looking in SFML source code we saw that the method Render of sprite calculate the coords to render the Sprite, there is any way that we can obtain it, direct from sf::Sprite to make a better calculation, we need it for others features to.

4
Audio / Rare behavior
« on: August 27, 2010, 03:03:27 pm »
Hi.

Making some test with SFML 2 we found some rare behavior using soundbuffer.

When we make a soundbuffer declaration the program not return 0 at the end, it return some negative number.

Just making this:

Code: [Select]

int main()
{
    // Create the main rendering window
    sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Graphics");
   
    sf::SoundBuffer mySound;

    // Start game loop
    while (App.IsOpened())
    {

        // Process events
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
        }

        // Clear the screen (fill it with black color)
        App.Clear();

        // Display window contents on screen
        App.Display();
    }

    return EXIT_SUCCESS;
}



I test it on Windows XP Sp3 32bits, Windows 7 32bits, using Codeblock and GCC compiler.

5
General discussions / Questions.
« on: August 24, 2010, 10:44:43 pm »
Hi people.

There are any good commercial product made with SFML?

There are any engine or framework under development or release with SFML?

6
Graphics / GL_INVALID_OPERATION?
« on: October 09, 2009, 03:12:40 pm »
Hi I have this error:

An internal OpenGL call failed in Image.cpp (779) : GL_INVALID_OPERATION, the specified operation is not allowed in the current state

when i use the sf::Font::GetDefaultFont  for the sf::String font.

I use the 1.35 version.

7
Graphics / What happen when....?
« on: October 07, 2009, 05:08:36 am »
Hi people.

I'm working in a game title with SFML, and I want to know some features of SFML.

Fisrt:

What happen when any Drawable object is out of screen or camera view?

Its is rendered and calculated or not?

When is out the SFML version 2?

Thanks.

8
SFML projects / Porting SFML to others platforms?
« on: June 10, 2009, 12:38:06 am »
The developers have the proposal to port the SFML to others platforms like iPhone, PSP, PlayStation, Xbox or others?

9
Graphics / Blur effect
« on: June 09, 2009, 09:11:26 pm »
Have another question?

How i can make a blur effect of my entirely screen?

10
General discussions / Is good enough?
« on: June 09, 2009, 04:34:11 pm »
Hello.

It's SFML good enough for comercial games like Stacraft and diablo 2?

Some people make casual games with it? and try on others plaftorms like linux and mac?

11
Graphics / Using sprite problem.
« on: June 09, 2009, 04:32:13 pm »
Hello I'm new here.

Im using Code:Blocks on windows with lastest SFML. I testing and triying the tutorials expamples.

I have a complire error is this:

Code: [Select]
||Info: resolving vtable for sf::Spriteby linking to __imp___ZTVN2sf6SpriteE |
main.cpp||variable 'vtable for sf::Sprite' can't be auto-imported. Please read the documentation for ld's --enable-auto-import for details.|
main.cpp||variable 'vtable for sf::Sprite' can't be auto-imported. Please read the documentation for ld's --enable-auto-import for details.|
||=== Build finished: 2 errors, 0 warnings ===|



and the code is this:


Code: [Select]

#include <SFML/Graphics.hpp>



int main()
{
    // Create the main rendering window
    sf::RenderWindow App(sf::VideoMode(800, 600, 32), "My App");

    sf::Image image;

    if (!image.LoadFromFile("data/images/main.png"))
    {

    }

    sf::Sprite Sprite;
    Sprite.SetImage(image);

    Sprite.SetColor(sf::Color(0, 255, 255, 128));
    Sprite.SetPosition(200.f, 100.f);
    Sprite.SetScale(2.f, 2.f);



    // Start game loop
    while (App.IsOpened())
    {
        /// Process events
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
        }

        // Get elapsed time
        float ElapsedTime = App.GetFrameTime();

        // Move the sprite
        if (App.GetInput().IsKeyDown(sf::Key::Left))  Sprite.Move(-100 * ElapsedTime, 0);
        if (App.GetInput().IsKeyDown(sf::Key::Right)) Sprite.Move( 100 * ElapsedTime, 0);
        if (App.GetInput().IsKeyDown(sf::Key::Up))    Sprite.Move(0, -100 * ElapsedTime);
        if (App.GetInput().IsKeyDown(sf::Key::Down))  Sprite.Move(0,  100 * ElapsedTime);

        // Rotate the sprite
        if (App.GetInput().IsKeyDown(sf::Key::Add))      Sprite.Rotate(- 100 * ElapsedTime);
        if (App.GetInput().IsKeyDown(sf::Key::Subtract)) Sprite.Rotate(+ 100 * ElapsedTime);

        // Clear screen
        App.Clear();

        // Display sprite in our window
        App.Draw(Sprite);

        // Display window contents on screen
        App.Display();
    }

    return EXIT_SUCCESS;
}




Can any one help me ?

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