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Messages - achpile

Pages: 1 [2] 3 4 ... 16
16
Graphics / Re: sf::Rect
« on: September 11, 2018, 09:19:28 am »
Quote
If you can't understand that then think about arrays

Don't mix up the size of an array (amount of elements) and length of a line.
In geometry rectangle contains all 4 points. And all points on the edges.

PS: i'm not talking about which pixels are included and which are not. I was talking about FloatRect

17
Graphics / Re: sf::Rect
« on: September 10, 2018, 09:10:49 pm »
Imagine Left=0 and Width=5. The 5 horizontal points in your rectangle would then be 0, 1, 2, 3, 4.

Now imagine x=5. (x < Left + Width) becomes (5 < 0 + 5), which will evaluate to false. This is correct because the horizontal point 5 is not in the rectangle. If it were "<=" then it would incorrectly evaluate to true.

left = 0; width = 5;
width 5 is 0-1, 1-2, 2-3, 3-4, 4-5

width of 0-4 is 4, not 5.

Dude, learn math please before posting here

18
Graphics / sf::Rect
« on: September 10, 2018, 08:24:07 pm »
Hey guys! Just got an issue with rect class.... Can someone explain this please?
Commit:

commit 082a928555125e37cc52a80c11cf286f0b03dee5
Author: LaurentGom <LaurentGom@4e206d99-4929-0410-ac5d-dfc041789085>
Date:   Fri Apr 9 13:04:49 2010 +0000

    *important* sf::Rect now uses Width/Height instead of Right/Bottom
    Removed Offset, GetSize and GetCenter functions from sf::Rect
    Added a sf::Rect constructor taking two Vector2 parameters
    Updated the API documentation of the sf::Rect class
 

 template <typename T>
 bool Rect<T>::Contains(T x, T y) const
 {
-    return (x >= Left) && (x <= Right) && (y >= Top) && (y <= Bottom);
+    return (x >= Left) && (x < Left + Width) && (y >= Top) && (y < Top + Height);
 }
 

Why changed "<=" to "<"?

19
SFML projects / Re: A-Maze Batz
« on: September 07, 2018, 06:35:59 pm »
Oh wow, that looks very nice!

20
Feature requests / Re: sf::Rect extension
« on: September 07, 2018, 10:57:09 am »
Also i think it would be also good to have function like this:

bool    contains (const Rect< T > &rectangle) const
 

Because now i have to use like this:

if (rect.contains(r.left, r.top) && rect.contains(r.left + r.width, r.top + r.height))
 

or this:

if (rect.intersects(r, intersection) && (r == intersection))
 

21
Graphics / Re: Access violation writing location
« on: August 17, 2018, 02:32:37 pm »
Isn't this because "sf::Texture texture;" declared inside the function and when function returns the value - destructor cleans some internal data?

try better this:

void loadTexture(sf::Texture *texture, const std::string& path)
{
        if (!texture->loadFromFile(path))
        {
                throw std::runtime_error("Could not open file: " + path);
        }
}

int main()
{
        sf::Texture gameFieldTexture;
        loadTexture(&gameFieldTexture, "graphics/field.png");
        return 0;
}
 

22
General / Re: Friends can't open my games
« on: August 09, 2018, 05:26:07 pm »
at first you should provide errors text to get help  :)

23
SFML projects / Re: Dispersio 2
« on: August 06, 2018, 03:39:14 pm »
Finally i hope i get back to this project :) So, all i have now is in this video :) Now it's time to make a content!

http://www.youtube.com/watch?v=tuOeyttiOTk

24
SFML wiki / Re: SFML dynamic color tile-based lighting
« on: June 16, 2018, 05:35:57 pm »
I don't think that your message related to this topic

25
SFML projects / Re: Screenshot Thread
« on: March 15, 2018, 02:29:49 pm »
Used only straight lines to draw (Except outline circle)
http://www.youtube.com/watch?v=9CplyYRYi_Y

Source: https://github.com/achpile/math/tree/master/lines

Inspired by this:

26
SFML projects / Re: ReJewel
« on: January 31, 2018, 01:03:16 am »
Btw i dunno why tetris... it's bejeweled

27
SFML projects / Re: ReJewel - Релиз
« on: January 31, 2018, 01:02:08 am »
Would be great if you could add some English text, so everyone can understand the game's description. :)

Dedicated to all tetris fans
Created using C++ and SFML

OS: Windows 7 and newer
Genre: Logic
Developer: Redee
Current state: beta
All links are in the description!!!

28
General / Re: Game Loop Lag
« on: December 26, 2017, 09:46:14 pm »
probably this


        delay = carry + timer.getElapsedTime().asMilliseconds();
        if(delay >= MSPF) {
            timer.restart();
            while(delay >= MSPF) {
                update();
                delay -= MSPF;
            }
            carry = delay;
        }


just use RenderWindow::setFramerate (or how is it called)

29
General / Re: Game Physics
« on: December 16, 2017, 08:27:19 am »
Oh sorry. Not acceseration, but speed.
For example i have gravity acceleration 1000.0f, so if player jumps - I just set his speed.y to -375

30
General / Re: Game Physics
« on: December 15, 2017, 09:02:21 pm »
Hello, I am trying to make a platforming game, I have all of the other physics set up BUT jumping.
To put it simply , I want to know how to make an entity go up for a little bit then down.
               
 

just set acceleration to -<jump power>

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