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Messages - AdventWolf

Pages: 1 2 3 [4]
46
Window / Possibility of displaying Zoom/Rotate in increments
« on: September 08, 2010, 05:16:14 am »
I want to implement a function that gradually performs some functions and displays it in increments, instead of when I choose to zoom in, it instantaneously zooms to that setting.

I have tried using a for loop, that zooms and rotates on a certain degree each turn, but it is still instantaneous, and doesn't display in increments.

Is there a way I can implement this? To delay the loop each turn?

Thanks.

47
General / Need help used separate void functions
« on: September 07, 2010, 09:20:00 pm »
Thanks for the links, after messing with it a little bit more and looking at some examples I understand how to set it up now :D.

48
General / Need help used separate void functions
« on: September 07, 2010, 07:02:26 am »
Now that I've got to mess with it again, I've got another question.

I want to make different classes to manage different game functions and link all the separate classes to a primary class to manage the other classes.

Such as this:
I have the same code as posted before, but an added Sprite Manager Class, to load the images. Then I link it with the Application Class, and I load the image, but my Spr_Mgr is undeclared.

Code: [Select]

#include <SFML/Graphics.hpp

//////////////////////
//Declare Sprite Class
//////////////////////
class SpriteManager
{
private:
sf::Image Image1;
public:
void LoadPicture();
};

////////////////////////
//Sprite Class Functions
////////////////////////
void SpriteManager::LoadPicture()
{
if( !Image1.LoadFromFile("Image1.png") ){}
sf::Sprite Image_1(Image1);
Image_1.SetPosition(150,150);
}

////////////////////
//Declare Game Class
////////////////////
class Application
{
private:
   sf::RenderWindow Window;
   sf::String Hello;

   void DrawStuff();
public:
   Application();
   void Run();
   SpriteManager Spr_Mgr(); //Create Sprite Manager for Application
};

//////////////////////
//Game Class Functions
//////////////////////
Application::Application()
{
   Window.Create(sf::VideoMode(400, 600), "Title");

   Spr_Mgr.LoadPictures(); //Load Pictures with Sprite Manager - ERROR, Spr_Mgr not recognized!!
   Hello.SetText("Hello!");
   Hello.SetColor(sf::Color(0, 128, 128));
   Hello.SetPosition(100.f, 100.f);
   Hello.SetSize(30.f);
}

void Application::DrawStuff()
{
   Window.Draw(Image_1); //Display the Picture
   Window.Draw(Hello);
}

void Application::Run()
{
   while (Window.IsOpened())
    {
        sf::Event Event;
        while (Window.GetEvent(Event))
        {
            if (Event.Type == sf::Event::Closed)
                Window.Close();
        }
 
        DrawStuff();
        Window.Display();
    }
}
///////////
//Main Game
///////////
int main()
{
   Application Game;
   Game.Run();

   return 0;
}
///END///


Any help is appreciated  :D

49
General / Need help used separate void functions
« on: September 07, 2010, 02:57:35 am »
Sweet, I will take a look at it later. Thanks man!

I'm fairly familiar with classes, usually I just use structures.

50
General discussions / Your favorite?
« on: September 07, 2010, 12:45:37 am »
Out of those I prefer MW2 :D.

51
General / Need help used separate void functions
« on: September 07, 2010, 12:43:36 am »
I'm having problems with separating my programs into separate functions.

Such as having a function that display's text from a string stored earlier in the program:

Code: [Select]
#include <SFML/Graphics.hpp>
#include <iostream>

void DisplayText();

int main()
{
    // Create main window
    sf::RenderWindow App(sf::VideoMode(326, 600), "Title");

    // Create a graphical string
    sf::String Hello;
    Hello.SetText("Hello!");
    Hello.SetColor(sf::Color(0, 128, 128));
    Hello.SetPosition(100.f, 100.f);
    Hello.SetSize(30.f);

    // Start game loop
    while (App.IsOpened())
    {
        // Process events
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
        }
DisplayText();
        App.Display();
    }
std::cout << "DONE" << std::endl;
std::cin.get();
return 0;
}

void DisplayText()
{
App.Draw(Hello);
}


What would I need to include so that the function includes the variables that I need to read?

Thanks.

52
Graphics / Registering Single Mouse Click
« on: September 04, 2010, 11:05:55 pm »
Ah ok thanks I got it to work! So for other readers that have had this problem, here's the code:

Code: [Select]
while( App.GetEvent(Event))
{
if (Event.Type == sf::Event::Closed)
App.Close();
else if( Event.Type == Event.MouseButtonReleased && Event.MouseButton.Button == sf::Mouse::Left )
std::cout << "LEFT" << std::endl;
}

53
Graphics / Registering Single Mouse Click
« on: September 04, 2010, 10:19:39 pm »
I guess I must be doing something wrong, I have tried that, but I still get infinite output if the mouse is held down.

What is wrong with this sample?

Code: [Select]
#include <SFML/Graphics.hpp>
#include <iostream>

int main()
{
sf::RenderWindow App(sf::VideoMode(600,600),"Test");
App.EnableKeyRepeat(false);

    while( App.IsOpened() )
    {
const sf::Input& Input = App.GetInput();
App.GetInput().GetMouseX(), App.GetInput().GetMouseY();
sf::Event Event;
while( App.GetEvent(Event))
{
if (Event.Type == sf::Event::Closed)
App.Close();
}
if( Input.IsMouseButtonDown(sf::Mouse::Left) )
std::cout << "left" << std::endl;
App.Display();
}
std::cout << "DONE" << std::endl;
}

54
Graphics / Registering Single Mouse Click
« on: September 04, 2010, 09:33:46 pm »
Hello, I've lurked here for a while to help solve some problems here and there and I have searched for the answer to the problem I have now, but I haven't found much solid info.

I am trying to use the mouse to select buttons in a program, but holding the mouse down for longer than half a second will output the button multiple times.

How can I fix it so that the button won't be initiated until I release the mouse click on the button?

Thanks.

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