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Topics - ahmads1990

Pages: [1]
1
System / making time counte using clock
« on: April 08, 2020, 07:43:17 pm »
i have  wrote a time counter function to display time on window but i i want help to right it in cleaner form
Text Menu::returnTime(Clock clock)
{
        //to set time variable to the elapsed time  
        time = clock.getElapsedTime();

        //set the int seconds to elapsed time - 60 if minutes have passed
        //bec elapsed after 1 minute doesnt reset will be 61 seconds
        seconds = time.asSeconds()- 60 * minutes;

        //if seconds less than 10 draw extra 0 so it look like time: 0:00 not time : 0: 0
        if (seconds < 10)
                str = "Time: " + to_string(minutes) + ":" + "0" + to_string(seconds);
        else
                str = "Time: " + to_string(minutes) + ":" +  to_string(seconds);  //else set it normaly cast variables to strings

       
        if (seconds == 60)
                minutes++;


        //set the text string to next time string
        timeText.setString(str);

        return timeText;
}

and also how i can do reset clock if seconds = 60

2
System / checking for events
« on: March 29, 2020, 01:51:14 pm »
iam trying to make a menu
i need to check if the user pressed a button to move throw the menu
when i tried doing this function then calling it in main
if (Keyboard::isKeyPressed(Keyboard::S))
        {
                selectedText[selectedNum].setFillColor(Color::White);
                selectedNum++;
                selectedText[selectedNum].setFillColor(Color::Blue);
               
        }
the it goes throw all menu then the program crash
else if i use
if (event.type == Event::KeyPressed && event.key.code == Keyboard::S)
                                        menu.moveDown();
it works fine
 so what is the difference between these two ways what did ido wrong

3
Graphics / my animation function is not working
« on: March 13, 2020, 08:11:26 pm »
i do have problem with my animation
when going to last fram or picture in sprite sheet the animation goes blank for a sec then starts all over again
i have read about this is cause by the rectangle is bigger than actual texture and can be fixed if i set repeated to true but my texture coordinates are 350 for width and 100 for height
and i do have another problem that the animation  is too slow how can i fix it?
and how can i fix the animation not to go blank after last picture?

here is my code for animation function

Sprite Player::walk()
{
        if (clock.getElapsedTime().asSeconds() > 1.f)
        {
               
                if (source1 == 350)
                        source1 = 50;
       
                else
                        source1 += 50;
                cout << source1<<"\n";
                player.setTextureRect(IntRect (source1, 50 * direction, 50, 50));
                clock.restart();
        }
        return player;
}
 
code for movment
void Player::move()
{
        if (Keyboard::isKeyPressed(Keyboard::W))
                player.move(0.f, -10.f);
        if (Keyboard::isKeyPressed(Keyboard::A))
        {
                player.move(-10.f, 0.f);
                direction = 1;
                walk();
               
        }
        if (Keyboard::isKeyPressed(Keyboard::S))
                player.move(0.f, 10.f);
        if (Keyboard::isKeyPressed(Keyboard::D))
        {
                player.move(10.f, 0.f);
                direction = 0;
                walk();
               
        }
         

}
loading files
Player::Player() :player(texture, source),source1(50)
{
        //load the running animation
        if (!texture.loadFromFile("running4.png"))
        cout << "Error loading player image";
        player.setScale(3, 3);
        direction = 0;
       
}
class player
#pragma once
#include "Map.h"
class Player
{
public:
        Texture texture;
        IntRect source;
        Sprite player;
        Clock clock;
        int direction;
        int source1;

public:
        Player();
        ~Player();
        Sprite walk();
        void move();
        void boundary();
        bool isAnyKeyPressed();
};

 

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