Hi,
You need to interpolate the position of the sprite at each step of time, using a function like this :
sf::Vector2f Interpolate(
const sf::Vector2& pointA,
const sf::Vector2& pointB,
float factor
) {
if( factor > 1.f )
factor = 1.f;
else if( factor < 0.f )
factor = 0.f;
return pointA + (pointB - pointA) * factor;
}
sf::Vector2f pointA = ..., pointB = ...;
float factor = 0.f, speed = .1f;
sf::Sprite sprite;
sprite.SetPosition(pointA);
while( App.IsOpened() )
{
factor+=(App.GetFrameTime() * speed);
sprite.SetPosition(Interpolate(pointA, pointB, factor));
...
}