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Messages - Tresky

Pages: 1 [2] 3
16
Graphics / Re: Loading a map of a file
« on: July 09, 2012, 10:42:25 pm »
Okay well then open the text file and using a for loop, cycle through each line. Save one line at a time inside of a std::string and then us another for loop to go character by character and, depending on the character, save a specific image into a vector.

for (int row = 0; file.good(); ++row) {
    std::string line;
    getline(file, line);
    for (int col = 0; col < line.length(); ++col) {
        if (line[col] == '1') {
            // save image for ID of 1
        }
        // .... so on and so forth
    }
}

17
Graphics / Re: Loading a map of a file
« on: July 09, 2012, 10:19:57 pm »
If you are trying to do this for a game you are making, and you don't care if EVERYTHING is made by your fingers, I would suggest making your maps with Tiled Map Editor (http://www.mapeditor.org/).
It is extremely easy to use and their is a library that loads the map directly into your program. All you have to do is change that information into SFML Textures and Sprites.
TMXParser (http://code.google.com/p/tmx-parser/)

18
SFML projects / Re: Thor 2.0
« on: July 09, 2012, 06:57:09 pm »
Oh okay, that makes sense.
Thanks! Have you considered opening a forum for Thor? It would make finding questions that have already been asked sooooo much easier.

EDIT: I have a question about the thor::Action system. I put a thor::ActionMap in a class and I can't get it to work as a pointer.
class MyClass
{
public:
    MyClass(sf::RenderWindow* window) {
        map = new thor::ActionMap<UserActions>(*window); // This work with no error
        map[Action1] = thor::Action(sf::Keyboard::A); // This gives me an error with the operator=.
        // Unmatched types. Is there a workaround?
    }

private:
    thor::ActionMap<UserActions>* map;
};

19
Graphics / Re: Help with arrays, and crashing (RPG inventory system)
« on: July 09, 2012, 06:51:52 pm »
Oh Lord, I don't know, man. Have you considered organizing your code better? i.e. classes, multiple files, etc.

20
Graphics / Re: Help with arrays, and crashing (RPG inventory system)
« on: July 09, 2012, 06:00:03 am »
Hmmmm.... I don't know what the problem is that you are having, but I do know that you need to put a catcher in your delItem function. The selectInv variable gets set to -1 at some point in there and if no item is selected, but the user hits 'DISPOSE' the program will crash from what I see. -1 is an invalid position in the array.
if (cursor_box.intersects(buttonDispose_box)) // if they click DISPOSE after selecting an item
{
        delItem(selectInv);
        std::cout<<"DISPOSE THIS ITEM"<<std::endl; // for testing
        selectInv = -1; // reset selectInv
}

Perhaps like so...
void delItem(int selectInv) // selectInv is a number 0-95 and is decided from the functions above (when the player clicks in a space)
{
    if (selectInv >= 0) {
        sf::Texture invEmpty;
        invEmpty.loadFromFile("res/images/inv/invEmpty.png");
        textureArray[selectInv] = invEmpty; // a blank 5x5 png texture
    }
}

On another note.
Could you send me the full code? I'll see if I can figure out what could be causing that.

21
SFML projects / Re: Thor 2.0
« on: July 09, 2012, 05:43:22 am »
I'm new to Thor and I love what I see so far. I'm trying to wrap my head around the resource manager though. I think I'm beginning to understand how it works, but I have a question.

Would you think it would be better to make a ResourceSystem class with one ResourceCache inside of it to load ALL of the resources throughout the program? Or... Would it be better to have every thing that needs a resource have a ResourceCache and load it's own resources?

22
Graphics / Re: Animation Library
« on: July 06, 2012, 08:21:05 pm »
Okay thanks.

23
Graphics / Re: Animation Library
« on: July 06, 2012, 08:03:34 pm »
Oh wow. Thor looks like its awesome. Many useful features. Is 2.0 close to release or should I just go ahead and get 1.1?

24
Graphics / Animation Library
« on: July 06, 2012, 07:42:08 pm »
I've seen many animation libraries on this site and made with SFML, but I do not know what exactly to look for in an animation library. Any suggestions?

25
Graphics / Re: Divide By Zero When Drawing
« on: July 05, 2012, 09:22:58 pm »
I do know what a pointer is... -__-
I don't, however, claim to know everything.

Thanks for the fix.

26
Graphics / Re: Divide By Zero When Drawing
« on: July 05, 2012, 08:58:21 pm »
void Tile::AddTexture(sf::Texture* _texture) {
        textures.push_back(_texture);
        AddSprite(sf::Sprite(*textures.back()));
        sprites.back().setPosition(global_coords);
}

How do I copy the texture rather than the pointer?

27
Graphics / Re: Divide By Zero When Drawing
« on: July 05, 2012, 07:47:03 pm »
Oh wow! I found it.
tiles.back()->AddTexture(tile_texture); delete tile_texture;
I just don't understand why. I transferred the texture into the Tile object...

28
Graphics / Re: Divide By Zero When Drawing
« on: July 05, 2012, 07:34:58 pm »
Oh Lord! Thank God for you guys. I tried your texture size thing and the sizes come up in the millions and then some are 0. I checked the validity of the sprite, but it didn't occur to me to check the texture.

I just don't see when I went wrong with the loading of the texture. I can't get my minimal to reproduce the problem. It keeps working. XD

// Load the tileset into memory
sf::Image* tileset_image = new sf::Image;
tileset_image->loadFromFile(tileset->GetImage()->GetSource());

// Create a temporary image to manipulate
sf::Image *tile_image = new sf::Image;
tile_image->create((int)tile_dimensions.x, (int)tile_dimensions.y);
// Copy the tile image into the sf::Image
tile_image->copy(*tileset_image, 0, 0,
        sf::IntRect(tileset->GetMargin() + (col - 1) * tileset->GetSpacing() + (col - 1) * tileset->GetTileWidth(),
        tileset->GetMargin() + (row - 1) * tileset->GetSpacing() + (row - 1) * tileset->GetTileHeight(),
        tileset->GetMargin() + col * tileset->GetSpacing() + col * tileset->GetTileWidth(),
        tileset->GetMargin() + row * tileset->GetSpacing() + row * tileset->GetTileHeight()));

// Create a temporary texture to prepare for loading
sf::Texture *tile_texture = new sf::Texture;
// Load image into texture
tile_texture->loadFromImage(*tile_image); delete tile_image;
// Add texture into the texture
tiles.back()->AddTexture(tile_texture); delete tile_texture;
delete tileset_image;

This is a small portion of the code for loading textures from the sprite sheet. The original that presents problems.

29
Graphics / Re: Divide By Zero When Drawing
« on: July 05, 2012, 06:25:08 pm »
Smart Alec. XD

I'll post up a minimal code of the algorithm I used. :)

30
Graphics / Re: Divide By Zero When Drawing
« on: July 05, 2012, 05:17:49 pm »
I'm pretty sure it is. I don't see anything that could be wrong with the algorithm that pulls the texture from the sprite sheet. The algorithm worked in 1.6, all I did was port it by changing things to sf::Image and sf::Texture appropriately. Maybe I don't adequately understand how to use each one and how each one is related to the other.

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