Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: problem with bool, if(), maybe with rendering  (Read 1398 times)

0 Members and 1 Guest are viewing this topic.

Alidro

  • Newbie
  • *
  • Posts: 18
    • View Profile
problem with bool, if(), maybe with rendering
« on: March 20, 2017, 04:49:28 pm »
Hello,
i wanted to create a startscreen for my game and i also wanted to include an options screen.
I dont know if this is a good attempt, but it worked until the point i wanted to add the options screen.
Heres the code:
//startscreen class:
#include "Startscreen.h"

Startscreen::Startscreen(RenderWindow &window)
{
        playButtonTexture.loadFromFile("Textures/Spiel1Button v.3.png");
        playButton.buttonSprite.setTexture(playButtonTexture, 1);
        playButton.buttonSprite.setOrigin(playButtonTexture.getSize().x / 2, playButtonTexture.getSize().y / 2);
        playButton.buttonSprite.setPosition(window.getSize().x / 2, window.getSize().y / 2.25);
        playButton.setText("Play");

        optionsButtonTexture.loadFromFile("Textures/Spiel1Button v.3.png");
        optionsButton.buttonSprite.setTexture(optionsButtonTexture, 1);
        optionsButton.buttonSprite.setOrigin(optionsButtonTexture.getSize().x / 2, optionsButtonTexture.getSize().y / 2);
        optionsButton.buttonSprite.setPosition(window.getSize().x / 2, playButton.buttonSprite.getPosition().y + 110);
        optionsButton.setText("Options");

        exitButtonTexture.loadFromFile("Textures/Spiel1Button v.3.png");
        exitButton.buttonSprite.setTexture(exitButtonTexture, 1);
        exitButton.buttonSprite.setOrigin(playButtonTexture.getSize().x / 2, playButtonTexture.getSize().y / 2);
        exitButton.buttonSprite.setPosition(window.getSize().x / 2, optionsButton.buttonSprite.getPosition().y + 110);
        exitButton.setText("Exit");

        resolutionButtonHigherTexture.loadFromFile("Textures/Spiel1Button v.4.png");
        resolutionButtonHigher.buttonSprite.setTexture(resolutionButtonHigherTexture, 1);
        resolutionButtonHigher.buttonSprite.setOrigin(resolutionButtonHigherTexture.getSize().x / 2 , playButtonTexture.getSize().y / 2);
        resolutionButtonHigher.buttonSprite.setPosition(window.getSize().x / 2 + 20, 300);
        resolutionButtonHigher.setText("");

       
        startBackgroundTexture.loadFromFile("Textures/Spiel1Hintergrund ohne Erde schlicht.png");
        startBackground.backgroundSprite.setTexture(startBackgroundTexture, 1);
        startBackground.backgroundSprite.setOrigin(startBackgroundTexture.getSize().x / 2, startBackgroundTexture.getSize().y / 2);
        startBackground.backgroundSprite.setPosition(window.getSize().x / 2, window.getSize().y / 2);


        headline1.setString("S");
        headline1.setOrigin(0, 150);
        headline1.setFont(font.Calibri);
        headline1.setCharacterSize(300);
        headline2.setString("pace");
        headline2.setOrigin(0, 150);
        headline2.setFont(font.Calibri);
        headline2.setCharacterSize(300);

        headline1.setPosition((window.getSize().x / 2) - ((headline1.getGlobalBounds().width + headline2.getGlobalBounds().width) / 1.9 ) , playButton.buttonSprite.getPosition().y - 250);
        headline2.setPosition(headline1.getPosition().x + headline1.getGlobalBounds().width * 1.2, headline1.getPosition().y);


        startActive = true;
        optionsActive = false;

}

void Startscreen::Render(RenderWindow &window)
{
        startBackground.render(window);
        if (startActive == true)
        {
        playButton.render(window);
        exitButton.render(window);
        optionsButton.render(window);
        window.draw(headline1);
        window.draw(headline2);
        }
       
        if (optionsActive)
        {
                resolutionButtonHigher.render(window);
        }
       
       
}

void Startscreen::Update(RenderWindow &window)
{
        if (optionsButton.isPressed(window) || playButton.isPressed(window))
        {
                startActive = false;
        }
        if (startActive)
        {
        playButton.update(window);
        exitButton.update(window);
        optionsButton.update(window);
        }
       
       


        if (exitButton.isPressed(window) == 1)
        {
                window.close();
        }




        if (optionsButton.isPressed(window))
        {
                optionsActive = true;
        }
       
        if (optionsActive = true)
        {
                resolutionButtonHigher.update(window);
        }
}

 
in the main class there are only Startscreen::update and Startscreen:render executed by now.
if i click options or play, as i wanted, the buttons and Text all dissapear, but they are still updated, so if i click for example "exit", the program still quits.
Also the "resolutionButtonHigher" is rendered from the start, and is updated from the start, although "optionsActive" and "startActive" are false by default.
the "button.isPressed" returns 1 if leftclicked, and 0 if not.
of course the "render" just draws the objects to the screen.

I think this has to be some careless mistake, so sorry if i were too idiotic.

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11034
    • View Profile
    • development blog
    • Email
problem with bool, if(), maybe with rendering
« Reply #1 on: March 20, 2017, 05:28:21 pm »
You have an assignment (= true) in you last if statement instead of a comparison (== true).
At best you shouldn't even check against true or false, as you already have a boolean result.
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Alidro

  • Newbie
  • *
  • Posts: 18
    • View Profile
Re: problem with bool, if(), maybe with rendering
« Reply #2 on: March 20, 2017, 05:30:09 pm »
I knew iut was something stupid :(
sorry for this
thanks anyway

 

anything