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Messages - Mindiell

Pages: 1 ... 14 15 [16]
Graphics / Problem with image loading!
« on: September 04, 2007, 06:32:58 pm »
I really think that the best to do is to have different paddles on the image, and with the subRect sprite method, you can easily change the sprite displayed on the screen :

Code: [Select]

sfImage image("mypaddles.bmp");
sfSprite paddle;

paddle.SetImage (image);

//using the first paddle
// from (0,0) to (50,50)
//Later in game, use the second paddle
// from (50,0) to (150,50) (same height, but larger)

with this, you have only one image, and only one psrite, no ? :)

Graphics / Problem with image loading!
« on: September 04, 2007, 05:46:50 pm »
I don't think this is the good solution. What you do is having a 100x100 image and taking only the first 50x50 part...

My first question is :
- Why are you using the same sprite to draw 2 images ?

Graphics / SetLeft() & SetTop()
« on: September 02, 2007, 03:33:32 pm »
I think Laurent use thoses names because of Left,Right,Top,Bottom of the sfRect class. The Sprite use this class, and what you do is just setting the top and left coords.
But I thought the same thing first time I saw them. Maybe both functions doing the same can be an idea ?

General discussions / Next release
« on: September 02, 2007, 12:28:24 pm »
Hi Carebear,

There is a new version prepared, but not yet released. I think Laurent is just waiting for a little more like maybe Mac version to release it...

Graphics / ~./samples/opengl
« on: August 30, 2007, 10:45:48 pm »
Can you give us your system, compiler ?
What libs are you linking ?

General / includes files
« on: August 22, 2007, 08:05:01 am »
??? I'm not using boost.
And finally I changed all my architecture in order to use SFML  :wink:

Graphics / Image.LoadFromFile("sprite.tga") Won't load the im
« on: August 21, 2007, 06:04:05 pm »
Same problem here with code::blocks. My source is in a directory, and I got a bin/debug directory for my exe.

This path is working under EDI :
=> ./bin/debug/datas/image.gif : yes !

But it's no more working out of the EDI. So I think you just have to get a good "work path", like I'll try to do tonight with Code::Blocks  :wink:

General discussions / this looks interesting
« on: August 20, 2007, 07:45:26 pm »
I use both of them, because I don't want to miss anything :)

General discussions / this looks interesting
« on: August 20, 2007, 05:42:27 pm »
Yes, I'm not from gamedev  :oops:

General / includes files
« on: August 18, 2007, 12:15:01 pm »
Yep I deleted it :)

I tried changing all include files, and this is working properly.
But I've no more the orginial downloaded .hpp files...

Maybe, I'll try to change my architecture or convince you to change those damn includes :wink:

General / includes files
« on: August 18, 2007, 12:06:38 pm »
I use sirectories like this on my projects :

  -- Project A
  -- Project B
  -- Externals objects
      -- Spriteobject
      -- Sceneobject
  -- Project C
  -- Externals libraries
       -- SDL
       -- SDL_image
       -- lua
       -- SFML

and each library directory contains :

Library directory
  -- include
  -- dlls
  -- lib

I, further, set compiler options like this (include example only there) :
- ..\External libraries\SDL\include
- ..\External libraries\SDL_image\include
- ..\External libraries\SFML\include

This is why I'm not using include\SFML\...
It's maybe strange, but I prefer this kind of directories architecture for updates : when I update SDL_image, I just delete the old directory and recreate a new, forgetting onthing...

General / includes files
« on: August 18, 2007, 09:56:55 am »

I tried to compile the first example of the "Code::Blocks" tutorial, but I installed all include files on another directory than SFML/...
Thus, the compiler stop on this :
Code: [Select]
#include <SFML/System/Clock.hpp>
#include <SFML/System/Lock.hpp>
#include <SFML/System/Mutex.hpp>
#include <SFML/System/Randomizer.hpp>
#include <SFML/System/Sleep.hpp>
#include <SFML/System/Thread.hpp>

Can't it be a simple path just like this :
Code: [Select]
#include <System/Clock.hpp>

Feature requests / What about mouses ?
« on: August 17, 2007, 10:41:57 pm »
I've read the "joystick" thread, and wandering if the "more than three" buttons mouses would be recognised by SFML later ?

(yes, my mouse has a fourth one...)

Pages: 1 ... 14 15 [16]