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Author Topic: Graphic is bugging because of sf::Clock  (Read 3474 times)

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moin354

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Graphic is bugging because of sf::Clock
« on: October 14, 2013, 10:28:49 pm »
Hello Community,

First apology if this isnt the right position for this question. Now to my problem at the beginning i've moved a sprite only by move and a x.xx number. Now i try to move it with sf::Clock to not be bound at the framerate. But then sometimes the sprite moves through the texture. My OS is Windows 7 home premium. Here is a little snippet of the code:

               
window.setFramerateLimit(60);
sf::Clock clock;       
while (window.isOpen())
        {              

                sf::Time elapsedTime = clock.restart();
                speed = elapsedTime.asSeconds() * Game::speed;
                sprite.move(speed, gravity);
                //checking for collisions etc.
                }

For more code just ask.

P.S: Sorry for the bad english.

Laurent

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Re: Graphic is bugging because of sf::Clock
« Reply #1 on: October 14, 2013, 10:31:19 pm »
Quote
But then sometimes the sprite moves through the texture
What does that mean?
Laurent Gomila - SFML developer

Ixrec

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Re: Graphic is bugging because of sf::Clock
« Reply #2 on: October 14, 2013, 10:43:45 pm »
If you're asking why your player falls through the floor sometimes (just guessing), that probably has more to do with how you test for collisions than anything else, so you should probably show us that code.

kerp

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Re: Graphic is bugging because of sf::Clock
« Reply #3 on: October 19, 2013, 05:42:11 am »
hello, i think i know what moin is talking about.

you just need to enable vertical sync just before window.display() call
with the  window.setVerticalSyncEnabled(true) function

i see he has the vertical refresh rate value already put in too....
 
a noob in training...

Ixrec

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Re: Graphic is bugging because of sf::Clock
« Reply #4 on: October 19, 2013, 05:49:13 am »
Like the tutorials say, you're not supposed to use Vsync and a framerate limit at the same time.  They just end up fighting each other and neither wins.

moin354

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Re: Graphic is bugging because of sf::Clock
« Reply #5 on: October 19, 2013, 11:39:37 am »
If you're asking why your player falls through the floor sometimes (just guessing), that probably has more to do with how you test for collisions than anything else, so you should probably show us that code.

Hi but with the max. framerate my sprite dont fall through the floor, but here is the code:

                if(playerrect.intersects(rect)){
                if(playerrect.top - playerrect.height < rsprite.getPosition().y && playerrect.left + playerrect.width > rect.left + 1 && playerrect.left < rect.left + rect.width - 1 && playerrect.top + playerrect.height < rect.top + rect.height + 1)
                        collisiontop = true;
                    currentcollision = true;
        }else
                collisiontop = false;

        if(playerrect.intersects(rect)){
                if(psprite.getPosition().y > rsprite.getPosition().y)
                        collisionbottom = true;
        }else
                collisionbottom = false;       
       
        if(playerrect.intersects(rect)){
                if(psprite.getPosition().x < rsprite.getPosition().x)
                        collisionleft = true;
        }else
                collisionleft = false;

        if(playerrect.intersects(rect)){
                if(psprite.getPosition().x > rsprite.getPosition().x)
                        collisionright = true;
        }else
                collisionright = false;



        if(collisiontop == true){
                Game::jumpable = true;
                Game::collisiontop = true;
        }

        if(collisionleft == true && collisiontop == false){
                Game::collisionleft = true;    
        }

        if(collisionright == true && collisiontop == false){
                Game::collisionright = true;
        }

        if(collisionbottom == true){
        Game::collisionbottom = true;          
        }

        if(Game::collisiontop == true && collisiontop == false){
                currentcollision = false;
        }

        if(posY < rect.top - 250 && currentcollision == true){
                Game::up = false;
                currentcollision = false;
        }

Ixrec

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Re: Graphic is bugging because of sf::Clock
« Reply #6 on: October 19, 2013, 11:53:25 am »
Well that's hardly complete and minimal code (not to mention extremely redundant code), but my guess would be that your character moves enough pixels per frame that there simply is no frame during which he intersects the rectangle yet is still above it.

You need to design some collision logic that doesn't rely on frames taking specific lengths of time.  The simplest approach I know of is looking at where the player is and "should" move to (given player input, gravity, momentum, delta time, etc), and see if there are any obstacles between the two points.

moin354

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Re: Graphic is bugging because of sf::Clock
« Reply #7 on: October 19, 2013, 02:30:43 pm »
Well that's hardly complete and minimal code (not to mention extremely redundant code), but my guess would be that your character moves enough pixels per frame that there simply is no frame during which he intersects the rectangle yet is still above it.

You need to design some collision logic that doesn't rely on frames taking specific lengths of time.  The simplest approach I know of is looking at where the player is and "should" move to (given player input, gravity, momentum, delta time, etc), and see if there are any obstacles between the two points.
Ok, thanks for the answer. But i have no idea how to realize this, can you give me any tips or something?

The Hatchet

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Re: Graphic is bugging because of sf::Clock
« Reply #8 on: October 19, 2013, 05:34:08 pm »
calculate where the player SHOULD move to (don't actually move them), with the new coordinates check for collision, if there is none then move the player.  Rinse and repeat until you get a collision, then just calculate the difference of the current position to the edge of the collision and move the player that much. 

It's pretty simple and will allow the player to butt-up against walls and floors with pixel perfect accuracy*(depending on your own calculations)

*results may vary

anthnich

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Re: Graphic is bugging because of sf::Clock
« Reply #9 on: October 19, 2013, 07:18:04 pm »
Might be a good idea to implement a time step to ensure that you are checking your collision/ticking at a set rate. If you collision checks fluctuate based on a clock, then the check resolution is going to vary.

Tobberoth

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Re: Graphic is bugging because of sf::Clock
« Reply #10 on: October 21, 2013, 12:29:34 pm »
Might be a good idea to implement a time step to ensure that you are checking your collision/ticking at a set rate. If you collision checks fluctuate based on a clock, then the check resolution is going to vary.
This is probably the best way to do it and is covered in the SFML book. Basically, you count the milliseconds/ticks each loop and only when it hits a set limit do you do your logic. Thus, you know exactly how far a sprite will move each time and can make sure there's no way your character can pass through an object in such a step.

 

anything