Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KagonKhan

Pages: [1]
General / Re: Game Design / Programming Design help
« on: September 08, 2021, 06:25:32 am »
Got a version working, but since I'm inexperienced with smart pointers I'd appreciate input on my new-found solution.

std::vector<Ammunition*>& Weapon::getShots() {
   for (auto&& ammo : m_Shots)

   return ghostPTR;
std::vector<Ammunition*>& Ship::getShots() {
   for (auto&& weapon : m_Weapons)
      for (auto&& ammo : weapon->getShots())

   return ghostPTR;
// And lastly the game class
void Level::update(const sf::Time& deltaTime) {
   std::vector<Ammunition*> ammunition;
   for (auto&& entity : m_Entities)
       if (Ship* ptr = dynamic_cast<Ship*>(entity.get()); ptr)
           ammunition.insert(ammunition.begin(), ptr->getShots().begin(),ptr->getShots().end());



General / Game Design / Programming Design help
« on: September 08, 2021, 05:41:21 am »
Is there a way to concatenate vectors of unique pointers, without breaking any Geneva Conventions:
class Weapon{
   std::vector<std::unique_ptr<Ammo>> m_Ammo;
class Ship{
   std::vector<std::unique_ptr<Weapon>> m_Weapons;
class Game{
   std::vector<std::unique_ptr<Ship>> m_Ships
// i want to have access to every Ammo object from class Game

I've found myself in a pickle. I'm writing a game and my issue is with bullet collisions. The way I designed weapon system got me stuck.

My idea was to gather all of the bullets in some container in actual game class, but I'm having difficulties with smart pointers (A weapon would return it's vector of bullets into a ship, then ship would concatenate and return into gamestate class).
std::vector<std::unique_ptr<Ammunition>>& Weapon::getShots()
        return m_Shots;

// m_Shots is a private variable
std::vector<std::unique_ptr<Ammunition>>& Ship::getShots() //-> ErrorC2783
        for (auto&& weapon : m_Weapons)
                m_Shots.insert(m_Shots.end(), weapon->getShots().begin(), weapon->getShots().end());

        return m_Shots;
/* ErrorC2783
Error   C2783   '_Ty *std::construct_at(_Ty *const ,_Types &&...) noexcept(<expr>)': could not deduce template argument for '<unnamed-symbol>'*/


How should I go about that merge, so as to not brick everything.
And if that is not feasible, what would you suggest?

I've thought of
 - Weapon has world reference and creates bullets directly in there
 - SFML game dev book mentioned scene graphs, maybe I could follow that design pattern, although preferably as a last

General / Re: SFML GUI buttons design
« on: August 02, 2021, 08:11:18 am »
Okay, got it to work just like I needed. Thank you very much :^)

General / Re: SFML GUI buttons design
« on: August 01, 2021, 08:58:01 am »
You can draw them on an sf::RenderTexture that is the size of the viewable area you want, and display this texture with a sprite.

O, that sounds interesting. I'll play around with that in the upcoming days - thanks!

General / SFML GUI buttons design
« on: August 01, 2021, 05:01:46 am »
To preface - yes I am aware of libraries for GUI using SFML.

I'm writing a game, and currently working on options menu. What I want to achieve is to have a button for resolution. Upon clicking it, a scrollable list is shown to choose resolutions from.

What I currently have, is the button class, and a list of buttons, scrollable by wheel. I also can manage showing, clicking / selecting, and hiding on my own. What I truly need is a way to "smartly" hide buttons that are outside of some defined area. An easy way would be to have a boolean that would render based on button position, but I am hoping that partial hiding would be possible - meaning that for example only top half of the button is visible IF it's at the border range.

Hoping for any suggestions


Pages: [1]