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Messages - Jan666

Pages: [1] 2 3 ... 5
1
Graphics / Re: RenderTexture Canvas Touch Offset Problem
« on: January 12, 2023, 12:28:45 pm »
I just want to paint on the canvas(RenderTexture, Sprite). I need a offest Frame to position Buttons around the canvas, to controll brushsize etc. But when i want to change the Position from the Canvas by the Sprite -> sprite.setPosition, i have a offset position between the direct fingertouch and the brush

2
Graphics / Re: RenderTexture Canvas Touch Offset Problem
« on: January 12, 2023, 09:06:09 am »
Okay i fix it, the following line was the problem
sprite.setPosition(50, 300);
 
But now i have to know how i change the Position of the canvas?

3
Graphics / RenderTexture Canvas Touch Offset Problem
« on: January 12, 2023, 08:51:29 am »
Hello, i try to make a little paint programm on mobilephone. You paint with the finger on a canvas(sf::RenderTexture). But the touch coordinates are not right on the canvas, there is a offset between the touch point and the draw point, i cant find the mistake, someone get an idea? I think there ist something wrong with the mapPixelToCoords between the window and canvas, here is the Code:

int main(int argc, char *argv[])
{
        const int xScreen = 1200;
        const int yScreen = 2600;
        const int borderScreen = 100;
       
        RenderWindow window(VideoMode(xScreen, yScreen), "Hello SFML");

   
 sf::RenderTexture canvas;
canvas.create(1100, 2000);
canvas.clear(sf::Color::White);

sf::Sprite sprite;
 sprite.setTexture(canvas.getTexture());sprite.setPosition(50, 300);   
View view(canvas.getView());
       
        vector<sf::Shape* > shapes;


        while (window.isOpen())
        {
               
                sf::Event event;
                while (window.pollEvent(event));
               
Vector2i touchy =  Touch::getPosition(0, window);
Vector2f touch = window.mapPixelToCoords(touchy);

CircleShape *shape = new CircleShape(10);
shape->setPosition(touch.x, touch.y);
shape->setOrigin(shape->getRadius(), shape->getRadius());
shape->setFillColor(sf::Color::Black);
               

FloatRect canvasRect = sprite.getGlobalBounds();

window.clear(sf::Color(80, 80, 80));
               
               
if(canvasRect.contains(touch)){
        shapes.push_back(shape);
       
               
for(auto it=shapes.begin(); it!=shapes.end();it++) {

canvas.draw(**it);
}

}
canvas.display();

                window.draw(sprite);
               
                window.display();
       
        }
        return 0;
}

 

4
Graphics / Sfml C4Droid
« on: January 08, 2023, 12:03:24 am »
Hello,
i am using for my mobile Phone C4Droid, its an IDE for mobile Phone. exist there some code to hide the screen menu symbols (Android) this ->>    |||   []    <    when i run my code? And exist there also any piece of Code that the Screen not rotate when i rotate my mobile Phone?

5
Graphics / Re: Stop looping when touch is holding
« on: October 14, 2022, 12:01:25 am »
Exist there something like this -> window.setKeyRepeatEnabled(false) for Touch?

6
Graphics / Re: Stop looping when touch is holding
« on: October 12, 2022, 02:53:54 pm »
Why is there no Touch examples on the "Events explained" tutorials?

7
Graphics / Re: Stop looping when touch is holding
« on: October 12, 2022, 02:49:34 pm »
I uesed Touch on mobile Phone, is  sf::Event::KeyPressed: equal to Event::TouchBegan? Need one input when press/ touch button, and stop looping when hold button

8
Graphics / Stop looping when touch is holding
« on: October 12, 2022, 12:59:07 pm »
Hello,
I need to fix following:
I have an animation that play when i Touch a Button. But its looping when i hold the touch on my Button. I dont wanna that, the animation should play once and should not depends how long i hold the touch. I find answers with Keys but i need to  know with Touch functions, there are not many to find in the net.
Here is my code piece:
if(animation == true){
if(animationClock.getElapsedTime().asSeconds() > 0.1)
{
animRec.x ++;
if(animRec.x * 103 >= animationTexture.getSize().x)
animRec.x = 0;

animationClock.restart();
}
}

FloatRect buttonRect = animationSprite.getGlobalBounds();




// the Touch is pressed the button
if(buttonRect.contains(worldPos)){

        animation = true;      
       

}
else
{

if(animRec.x * 412<= animationTexture.getSize().x)
{
        animation = false;     
}
}
 

9
Graphics / Re: Change drawable objects hierarchy ?
« on: October 06, 2022, 08:08:10 am »
For better understanding i post the following code, what i mean, i

if(playerPos.y > enemyPos.y){
                window.draw(player);
                window.draw(enemy);}
                else{
                        window.draw(enemy);
                        window.draw(player);
                }

 

10
Graphics / Change drawable objects hierarchy ?
« on: October 06, 2022, 12:07:10 am »
So i wanna make a beat em up game, you see the player from the side but you can also walk up an down. So i need to fix following: When the player is on the y axis higher than another object, the player have to be behind it and when the player's y axis is lower than the object , he is in front of it. Exist there something like to change the drawable objects hierarchy while the game i running and compare the y- axis of the booth?

11
Graphics / How animation with touch button
« on: September 22, 2022, 09:40:43 pm »
Hello,
i have a Spritesheet (the animation is in 24 Frames), now it only plays when my finger is on the touch Button (RectangleShape button). But i need to change this, i want that the SpriteSheet animation still plays automaticly one time when i touched the Button, without hold the finger on and without repeating the animation, how can i fix it? Here is the part if the code:


...

//init  Sprite( its a SpriteSheet)
sf::Texture texture;
texture.loadFromFile("test1.png");
sf::Sprite sprite;
sprite.setPosition(300, 500);
sprite.setScale(5, 5);
sprite.setTexture(texture);

//init Button
sf::RectangleShape button;
button.setSize(sf::Vector2f(600, 200));
button.setPosition( sf::Vector2f(500, 1900));
button.setFillColor(sf::Color::Red);

sf::Clock clock;
sf::Vector2f animRect;
       
        while (window.isOpen())
        {                                                      
       
       
                sf::Event event;

//Set Touch Coordinates to Screen
sf::Vector2i pixelPos = sf::Touch::getPosition(0, window);
sf::Vector2f worldPos = window.mapPixelToCoords(pixelPos);


//Set the Rect for the part of the SpriteSheet
sprite.setTextureRect(sf::IntRect (animRect.x * 101, animRect.y * 232, 101, 232));
               
                while (window.pollEvent(event))
                {                                              
                       
                if (event.type == sf::Event::Closed)
                                window.close();
                        }                      
//FloatRect fot the button Sprite              
sf::FloatRect btnRect = button.getGlobalBounds();
               
                //if touch the Button
                if(btnRect.contains(worldPos)){
                       
                        if(clock.getElapsedTime().asSeconds() >= 0.2){
                animRect.x++;
                if(animRect.x * 101 >= texture.getSize().x)
        animRect.x = 0;
           animRect.y = 0;
                clock.restart();
                        }                              
                }                      
 


12
Graphics / Manage different screens with touch button
« on: September 15, 2022, 08:48:47 pm »
Hello, i have a question i follow the Tutorial "manage for different Screens" on github. Now i wanna i build in a RectangleShape (btn1), who will used for a touch button to cgange on another screen, how i can handld this, here is my code:
class screen_1: public cscreen {
       
        public:        
         screen_1(void);        
        virtual int Run(sf::RenderWindow &App);
        void btn(sf::RenderWindow &App);
       
        private:
        sf::RectangleShape btn1;
        sf::FloatRect btn1Rect;
};

screen_1::screen_1(void){
       
        btn1.setSize(sf::Vector2f(500, 100));
        btn1.setPosition(sf::Vector2f(400, 500));
        btn1.setFillColor(sf::Color::Red);
       
}

void screen_1::btn(sf::RenderWindow &App){
       
        sf::Vector2i pixelPos = sf::Touch::getPosition(0, App);
                sf::Vector2f worldPos = App.mapPixelToCoords(pixelPos);
               
                btn1Rect = btn1.getGlobalBounds();
       
        if(btn1Rect.contains(worldPos)){
               
                screen_2::Run(); //dont work :(
               
}

int screen_1::Run(sf::RenderWindow &App){
       
        sf::Event event;        
        bool Running = true;
       
        while (Running) {              
       
        while (App.pollEvent(event))
        {                              
        if (event.type == sf::Event::Closed)                    {                      
                        return (-1);                   
                        }
                       
                               
                               
                               
                        }
        }
        App.clear(sf::Color(25, 200, 30));
        App.draw(btn1);
        App.display();
       
        }
        return (-1);
}



 


13
Graphics / If function for collision not working together
« on: August 15, 2022, 10:23:08 am »
Can someone Tell me why these four if functions not working together and how to fix it?

(playerBounds.intersects(wallBounds)){

if(wallBounds.left < playerBounds.left + playerBounds.width )

player.setPosition(wallBounds.left + wallBounds.width, playerBounds.top);


 if(playerBounds.left < wallBounds.left)

  player.setPosition(wallBounds.left - playerBounds.width, playerBounds.top);

if(wallBounds.top < playerBounds.top + playerBounds.height )

player.setPosition(playerBounds.left,  wallBounds.top + wallBounds.height);


 if(playerBounds.top < wallBounds.top)

  player.setPosition(playerBounds.left  , wallBounds.top - playerBounds.height);
   
}
 

14
Graphics / Collision Opposite Side
« on: August 09, 2022, 12:26:15 am »
Hey,
I have a question, the collision  between playerBounds and WallBounds works very good, but on the opposite Side not,  can somebody Tell me why?
 if(playerBounds.intersects(wallBounds)){
                       
        // Left Collision
 if (playerBounds.left < wallBounds.left + wallBounds.width && playerBounds.left + playerBounds.width > wallBounds.left)
         {
         
          player.setPosition(playerBounds.left, wallBounds.top - playerBounds.height);
          }
         
 
          // Boton Collision not working yet
 if( playerBounds.left >wallBounds.left + wallBounds.width && playerBounds.left + playerBounds.width > wallBounds.left)
          {
               
                player.setPosition(playerBounds.left, wallBounds.top - wallBounds.height);
            }  

 

15
Graphics / Re: Erase only one rectangleShape
« on: July 23, 2022, 10:08:40 pm »
I dont understand all parts of your code, but is it right, that you put multiple FloatRects in a Vector for the doors instead of shapes?

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anything