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Messages - mateandmetal

Pages: 1 ... 10 11 [12]
166
Graphics / What is the best way to manage a tilemap?
« on: January 22, 2012, 07:24:23 am »
Quote from: "marco_palestro"
mateandmetal: using a big image? Is it not too much? I'm afraid that with a map of 1000x1000 and 32x32 tiles it would be too big


sorry .. I mean 1 image containing all the tiles in your tilesheet, like this:


167
General discussions / New naming convention
« on: January 19, 2012, 04:27:05 am »
Quote from: "Laurent"
...And SFML does its best to avoid including <windows.h> in its own public headers.


 8)  8)  8)

168
Graphics / What is the best way to manage a tilemap?
« on: January 17, 2012, 08:26:21 pm »
Use a big image containing all your tiles.

You donĀ“t need a sprite for every tile.. I use 1 sprite for the sf::Texture (the tilesheet), then subrect and draw the tile..

169
General discussions / New naming convention
« on: January 14, 2012, 10:16:27 pm »
I think the "Is/Get" syntax makes SFML more easy to learn for the beginners

170
General discussions / The new time API
« on: January 14, 2012, 09:50:30 pm »
new time api looks nice to me  :)

171
Graphics / Understanding the View class
« on: December 11, 2011, 11:49:59 pm »
sf::View Camera;
sf::FloatRect CameraFR;
sf::Vector2f CameraPos;

// Camera settings
CameraFR.Left = 0;
CameraFR.Top = 0;
CameraFR.Width = (float) (your window width)
CameraFR.Height = (float) (your window Height);

// Set the viewport
Camera.Reset(CamaraFR);
Camera.SetViewport(sf::FloatRect(0, 0, 1, 1));

// Set the camera center
Camera.SetCenter (CameraPos);

// Set the camera
yourWindow.SetView(Camera);

then draw your scene
move the camera with CameraPos :)

Pages: 1 ... 10 11 [12]