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Topics - racumin

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Graphics / Outline inside of Shape::Rectangle
« on: November 27, 2009, 08:45:47 am »
Hi, how do I put the border (outline) of a Shape::Rectangle inside the rectangle itself?

Code: [Select]

sf::Shape rect = sf::Shape::Rectangle(0, 0, 50, 50,<color_here>, 2.0f, <color_here>);

In this code, the output was a rectangle with size 50 and its border 2.0f. making the whole rectangle bigger (with size 52). I want to just make the rectangle 50 and its "inner" border 2. Is there any method to do it?

Of course I can just recompute so that the total size is always fixed but I just want to know if this is already implemented. Thanks!

General / Code::Blocks generating an executable
« on: October 14, 2009, 09:17:38 am »
Hi, I created a simple game and I want to deploy it to other PC. In Code::Blocks, how do I disabled the console when running the app? When I go to the Release folder and run the exe file, it produces the main window app but also the console, I want to disable the console. Thanks!

Another question, if I copy the directory of the Release and paste it in another PC wihtout Code::Blocks installed, will it run? (please do not say "try it and see for your self" - I do not have any other PC and I do not want to uninstall Code::Blocks from this computer then try it then install again) Thanks again!

Window / Delayed display on Windows
« on: October 14, 2009, 05:25:50 am »
I am making a simple tetris game and developed my program in Linux. It runs smoothly - when I press a button, the state of the objects are displayed instantly. But when I compiled my code in Windows, the display is delayed. For example I pressed the left key 4 times, after some milliseconds (but I think less than a second), the object was moved 4 spaces already. In linux I can see it move 1 space every time I press the key. Why is that? The logic I used was:

Code: [Select]

int main() {
Gui gui;

while (gui.isRunning()) {
gui.clearBackground();      // window.clear()
gui.defaultMove();          // move the object 1 space down
gui.handleEvents();        // the while loop i saw in the tutorials
gui.drawGamePanel();        // draw objects here
gui.display();               // window.display()
return 0;

By the way, I initialized my window using:
Code: [Select]

VideoMode mode(GUI_WIDTH, GUI_HEIGHT, 32);
window = new RenderWindow(mode, "Falling Blocks", Style::Close);

Image img_icon;
window->SetIcon( img_icon.GetWidth(), img_icon.GetHeight(), img_icon.GetPixelsPtr());

if (!font.LoadFromFile("myfont.ttf")) {
cout << "failed to load font" << endl;

Any ideas? Thanks!

[edit] Ok, I was able to disable the output from console using the option -mwindows But it still has a CPU usage of about 50.

Window / No title bar on RenderWindow
« on: October 08, 2009, 09:08:12 am »
Hi! I'm new to c++ and sfml. I'm creating a small window but the titlebar won't show. I tried
Code: [Select]

int main() {
       WindowSettings settings;
settings.DepthBits = 32;
settings.StencilBits = 8;
settings.AntialiasingLevel = 2;

VideoMode mode(100, 150, 32);
RenderWindow window(mode, "SFML Window", Style::Titlebar, settings);
        while (window.IsOpened()) {
                //handle events here

in Ubuntu Hardy but the titlebar won't show. How can I fix this problem? Thanks!

Pages: [1]