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General / Re: Please have a look and try explain why Sprites not redrawing in new positions
« on: August 29, 2014, 08:33:49 pm »
Try outputting getActiveLevelPlatformableIndex(i).getSpriteX() to see if the values are as expected.
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I'm using bool paused like that:Is paused a boolean or not? If so, why are you assigning it 1 and 0 instead of true and false, and why are you testing for comparison to 1 and 0 instead of paused and !paused? Mixing is confusing :pif (!paused)
{
okno.display();
}
I've checked it by using:Can you create a complete and minimal example which uses this code and still has the problem you're describing so that we can compile and test it for ourselves? Does this bit of code work in other projects?if (event.type == sf::Event::KeyPressed)It returns key codes, but for letters/digits it does not return anything.
{
cout << event.key.code << endl;
}
http://gafferongames.com/game-physics/fix-your-timestep/This is almost always the link that I would recommend for timestep information.
Hi, I'm trying to create a solid bounding box style collision system for my game. So far, I can tell whether or not the horizontal planes intersect, but whenever I attempt at detecting whether or not they intersect vertically, the horizontal detection overrides it no matter what order I program it in.Could we see the vertical detection code and where you put it?
Vah - gahn - teyThat was my first guess. I feel special now
If nobody cares, there's probably no point making the code more complicated.I didn't realise that it would, I'm sorry.
I just said...I wasn't trying to trick you or question whether you stated anything correctly or anything. I genuinely just wanted to know. Sorry if you understood it that way
It has slightly evolved since thenGood to know
I'd like answers without the words "possible", "may", "possibly", etc. Real use cases please.This means that you are waiting for someone to require it for a project before considering implementing it. In which case, SFML will not be able to provide for the requirement of their project. The "possibly" stuff is a way of saying that these things could happen and is one example of something people may require. If someone said that they were going to do the thing that I just suggested as a possibility, does that make it a real use case?
the RenderTexture would be tied to a unique Texture instance.Tied? Does this mean that the texture cannot be used as a texture for anything else?
Isn't it clear?It is not clear. It looks obvious, sure, but I wouldn't want to use it on an assumption.
What does this do?sf::RenderTexture renderTexture(texture);