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Author Topic: How do i render a bullet?  (Read 1124 times)

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suzzhuzz

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How do i render a bullet?
« on: April 05, 2015, 10:56:14 am »
hello, i am very new to SFML and c++, the problem i have is when i click my left mouse,the bullet functions works and creates a bullet at the position, but bullet is cleared since my render() clears it,how to i make my window draw the bullet without clearing it.
here is the code..
#include <iostream>
#include <SFML/Graphics.hpp>
using namespace std;

float tempnum = 0.0f;

class Game
{
public:
                Game();
        void Run();
        sf::RenderWindow mywindow;
       
private:
        void Process();
        void Update();
        void Renderer();
        void PlayerMovement();
        void ShootBullet();
        void Laser(sf::Vector2f pos);

private:
        sf::Texture PlayerIdle,PlayerR,PlayerL,PlayerB;
        sf::Sprite PlayerSprite,PlayerBullet;
        sf::FloatRect PlayerCol,RectCol;
        sf::RectangleShape CheckRect;
        sf::Font arial;
        sf::Text EndMsg;
};


Game::Game()
        : mywindow(sf::VideoMode(1280,720),"Space Droids")
{
        if(!PlayerIdle.loadFromFile("Images/player.png"))
        {
                cout<<"Error Loading Image"<<endl;
        }
        if(!PlayerR.loadFromFile("Images/playerRight.png"))
        {
                cout<<"Error Loading Image"<<endl;     
        }
        if(!PlayerL.loadFromFile("Images/playerLeft.png"))
        {
                cout<<"Error Loading Image"<<endl;     
        }
        if(!PlayerB.loadFromFile("Images/playerBullet.png"))
        {
                cout<<"Error Loading Image"<<endl;     
        }
        PlayerIdle.setSmooth(true);
        PlayerR.setSmooth(true);
        PlayerL.setSmooth(true);
        PlayerB.setSmooth(true);
        PlayerSprite.setTexture(PlayerIdle);
        PlayerSprite.setScale(sf::Vector2f(1.3f, 1.3f));
        PlayerSprite.setPosition(sf::Vector2f(580, 600));
        PlayerCol = PlayerSprite.getGlobalBounds();
        CheckRect.setSize(sf::Vector2f(100,100));
        CheckRect.setFillColor(sf::Color::White);
        CheckRect.setPosition(sf::Vector2f(300,100));
        RectCol= CheckRect.getGlobalBounds();
        arial.loadFromFile("Fonts/arial.ttf");
        EndMsg.setFont(arial);
        EndMsg.setCharacterSize(30);
        EndMsg.setColor(sf::Color::Green);
        EndMsg.setPosition(sf::Vector2f(500,400));
       
       
}

void Game::Laser(sf::Vector2f pos)
{
        sf::Texture BulletT;
        sf::Sprite BulletS;
        BulletT.loadFromFile("Images/laserRed.png");
        BulletS.setTexture(BulletT);
        BulletS.setPosition(sf::Vector2f(pos.x+37,pos.y-40));
        mywindow.draw(BulletS);
        mywindow.display();
}

void Game::PlayerMovement()
{

        if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
        {
                PlayerSprite.move(-5.0f,0.0f);
                PlayerCol.left-= 5.0f;
        }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
        {
                PlayerSprite.move(+5.0f,0.0f);
                PlayerCol.left+= 5.0f;
        }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
        {
                PlayerSprite.move(0.0f,-5.0f);
                PlayerCol.top-= 5.0f;
        }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
        {
                PlayerSprite.move(0.0f,+5.0f);
                PlayerCol.top+= 5.0f;
        }
        if(sf::Mouse::isButtonPressed(sf::Mouse::Left))
        {
                ShootBullet();
        }
}

void Game::ShootBullet()
{
        cout<<"Pressed "<<tempnum<<endl;
        Laser(PlayerSprite.getPosition());
        tempnum+=10.0f;
}

void Game::Update()
{
        if(PlayerCol.intersects(RectCol))
        {
                cout<<"Collides"<<endl;
                EndMsg.setString("Game Over");
        }
}

void Game::Renderer()
{
        mywindow.clear();
        mywindow.draw(PlayerSprite);
        mywindow.draw(PlayerBullet);
        mywindow.draw(CheckRect);
        mywindow.draw(EndMsg);
        mywindow.display();
}

void Game::Process()
{
          sf::Event event;
        while (mywindow.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                mywindow.close();

                        PlayerMovement();
                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
                        {
                                PlayerSprite.setTexture(PlayerR);
                               
                        }
                        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
                        {
                                PlayerSprite.setTexture(PlayerL);
                               
                        }
                        else
                        {
                                PlayerSprite.setTexture(PlayerIdle);
                        }

        }
}

void Game::Run()
{
        while(mywindow.isOpen())
        {
                Process();
                Update();
                Renderer();
        }
}

int main()
{
        Game game;
        game.Run();
       
}

zsbzsb

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Re: How do i render a bullet?
« Reply #1 on: April 05, 2015, 03:12:29 pm »
From the tutorial...

This clear/draw/display cycle is the only good way to draw things. Don't try other strategies, such as keeping pixels from the previous frame, "erasing" pixels, or drawing once and calling display multiple times. You'll get strange results due to double-buffering.
(yes, it is in red)

You must redraw the bullet every frame.
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