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Topics - Putarda

Pages: 1 [2]
16
Which is the best way converting image from the window and then adding effects to it, and again render it to the window? I saw this technic from https://www.youtube.com/user/ThinMatrix/featured (video )

My idea is to convert image and resize it to the nearest available resolution and adding some effects to it  :).

17
Graphics / RenderWindow->create no instance of overloaded function
« on: September 19, 2016, 10:04:22 pm »
My code is not working...why?

sf::RenderWindow* window = game->getWindow();

window->/*error*/create(sf::VideoMode(1600, 800), game->getName(), sf::Style::Default, window_settings);

error: no instance of overloaded function "sf::RenderWindow::create" matches the argument list

18
Graphics / How to get size of the scaled sprite texture
« on: September 10, 2016, 11:38:23 pm »
As title says how can i get size of the scaled sprite texture?

19
General / Returning struct from function is not working
« on: September 08, 2016, 01:04:06 am »
Returning struct from function is not working, and i don't know why. Can someone help me?
        struct Position {

                float x, y;

                Position(float position_x, float position_y) {

                        x = position_x;

                        y = position_y;

                }

        };
        Position Object::getPosition() {

                Position position(sprite.getPosition().x, sprite.getPosition().y);

                return position;
        }
        void updateGame() {

                int ball_position_main_x = 50, ball_position_main_y = 50;

                while (game_run) {

                        std::cout << Object::getObject("test")->getPosition().x;

                        Object::getObject("test")->moveRight(1);

                        sf::sleep(sf::milliseconds(10));

                }

        }

20
Graphics / sprite.setSmooth(true) is not working for reduced texture
« on: September 07, 2016, 10:21:46 pm »
As title says sprite.setSmooth(true) is not working for object.getSprite()->setScale(0.1f, 0.1f);
Why? And how do i fix this? Thanks  :D

21
Graphics / window.draw(*gameobject->getSprite()) texture is white, why?
« on: August 24, 2016, 03:28:04 pm »
Hello, so i'm messing with basic sfml engine about 1 week and i'm tired of it. Can anyone just help me to finish it? I just need one small step to finish it. So here is my problem:
GameObject::GameObject* gameobject = GameObject::getGameObject("player_gameobject");
window.draw(*gameobject->getSprite());
When i draw it texture is white.

22
Graphics / sprite.move() from my gameobject* is not working
« on: August 14, 2016, 03:04:12 pm »
Hello :). So i made gameobject class where is stored sprite and texture. So i when i try to move sprite from my gameobject* it's not moving (x value is not changing).

Graphics.cpp:
        void openWindow() {

                window.create(sf::VideoMode(800, 800), Game::getGameName());
                window.setVerticalSyncEnabled(true);

                while (window.isOpen()) {

                        sf::Event event;

                        while (window.pollEvent(event)) {

                                switch (event.type) {

                                case sf::Event::Closed:

                                        Game::closeGame();

                                        break;
                                }

                        }

                        window.clear();

                        GameObject::GameObject* gameobject = GameObject::getGameObject("player_gameobject");

                        sf::Sprite sprite = gameobject->getSprite();

                        sf::Texture texture = gameobject->getTexture();
                       
                        sprite.setTexture(texture);

                        sprite.move(5, 0);

                        window.draw(sprite);

                        window.display();

                }

        }
GameObject.cpp:
#include "GameObject.h"
#include <unordered_map>

namespace GameObject {

        std::unordered_map<std::string, GameObject> gameobjects;

        GameObject::GameObject() {

                name = "";

                sprite = sf::Sprite();

                texture = sf::Texture();

        }

        GameObject::GameObject(std::string gameobject_name, sf::Sprite gameobject_sprite, sf::Texture gameobject_texture, int gameobject_position_x, int gameobject_position_y) {

                name = gameobject_name;

                sprite = gameobject_sprite;

                texture = gameobject_texture;

                sprite.setPosition(gameobject_position_x, gameobject_position_y);

        }

        void addGameObject(GameObject gameobject) {

                gameobjects[gameobject.getName()] = gameobject;

        }

        void removeGameObject(std::string gameobject_name) {

                gameobjects.erase(gameobject_name);

        }

        GameObject* getGameObject(std::string gameobject_name) {

                return &gameobjects[gameobject_name];
        }

}
And my GameObject class:
        class GameObject {

        private:

                std::string name;

                sf::Sprite sprite;

                sf::Texture texture;

        public:

                GameObject();

                GameObject(std::string gameobject_name, sf::Sprite gameobject_sprite, sf::Texture gameobject_texture, int gameobject_position_x, int gameobject_position_y);

                void setName(std::string gameobject_name) {

                        name = gameobject_name;

                }

                void setSprite(sf::Sprite gameobject_sprite) {

                        sprite = gameobject_sprite;

                }

                void setTexture(sf::Texture gameobject_texture) {

                        texture = gameobject_texture;

                }

                std::string getName() {

                        return name;
                }

                sf::Sprite getSprite() {

                        return sprite;
                }

                sf::Texture getTexture() {

                        return texture;
                }

        };
I hope someone can help me  :). Thanks.
*UPDATE* i also tried gameobject->getSprite().move(3, 0); and nothing happens...

23
General / Is it possible to run the RenderWindow in the background?
« on: August 02, 2016, 07:43:54 pm »
Hello :), is it possible to run the RenderWindow thread in the background? If so, can anyone give me a simple code.

#include <SFML\Graphics.hpp>

sf::RenderWindow window;

void openWindow() {

        window.create(sf::VideoMode(800, 800), "Window");

        while (window.isOpen()) {

                sf::Event event;

                while (window.pollEvent(event)) {

                        switch (event.type) {

                        case sf::Event::Closed:

                                window.close();

                                break;
                        }

                }

        }

}
 

Thanks ;D.

24
So when i store sprite to map and get it back, texture disappears. Can someone tell me why is that happening  :-\.

Sprite.cpp:
#include <SFML\Graphics.hpp>

std::map<std::string, sf::Sprite> sprites;

void addSprite(std::string sprite_name, sf::Texture sprite_texture) {

        sf::Sprite sprite;

        sprite.setTexture(sprite_texture);

        sprites[sprite_name] = sprite;

}

sf::Sprite getSprite(std::string sprite_name) {

        sf::Sprite sprite = sprites[sprite_name];

        return sprite;
}
 

Game.cpp:
#include <iostream>
#include "Game.h"
#include "Window.h"
#include <thread>
#include "Resource.h"
#include "Sprite.h"

bool game_running = STOP;

void createGame() {

        openWindow();

        loadResources();

        startGame();

}

void loadResources() {

        //player

        sf::Texture player_texture = loadTexture("C:/Users/User/Desktop/resources/player_texture.png");

        addSprite("player_sprite", player_texture);

}
 

Window.cpp:
#include <SFML\Graphics.hpp>
#include <thread>
#include "Game.h"
#include "Resource.h"
#include "Sprite.h"

sf::RenderWindow window;

void openWindow() {

        window.create(sf::VideoMode(800, 600), getGameName());
        window.setVerticalSyncEnabled(true);

        sf::Sprite sprite_test = getSprite("player_sprite"); //there is no error here

        while (window.isOpen()) {

                sf::Event event;

                while (window.pollEvent(event)) {

                        switch (event.type) {

                        case sf::Event::Closed:

                                window.close();

                                break;
                        }

                }

                window.clear();
                window.draw(sprite_test); //and when i draw it nothing happens. There is even no white texture.
                window.display();

        }

}
 

I hope someone can help me, because i'm messing with this whole 2 days... :'(

Pages: 1 [2]