Ok, I got it! As @MooingDuck said, SFML has it's own string type, which is very powerful in this type of problems. The way I've did it: std::string PlayerName() { std::string name = "John"; return name; } int main() { sf::String helloText = L"Hello "; helloText += PlayerName(); helloText +=...
Like the comments already mentioned, sf::Music can't be copied. Your best bet is to probably just wrap it inside a std::unique_ptr since you don't need to share ownership. Since you said in earlier Questions that you are doing this for school I'm going to show you how to do this...
Your question says the full path to the find module is /Users/Home/SFML-2.2-osx-clang-universal/cmake/Modules/FindSFML.cmake But you're adding ${CMAKE_SOURCE_DIR}/Users/Home/SFML-2.2-osx-clang-universal/cmake/Modules to your CMAKE_MODULE_PATH. ${CMAKE_SOURCE_DIR} is the absolute path to the directory containing the top-level CMakeLists.txt file. If you know the absolute path to the module file you want to include, you should most certainly...
With a timer for example: int main() { sf::Clock timer; while (window.isOpen()) { if (timer.getElapsedTime() >= sf::seconds(1.0f)) { functionToBeExecutedPeriodically(); timer.restart(); } someFunc1(); someFunc2(); window.display(); } } That would execute the function every second....
I think the problem is that you creat a new, local sf::Sprite object and load the texture into that instead of the class member sf:Sprite of the same name: Ply::Ply() { sf::Texture Playertex; if(!Playertex.loadFromFile("Gabe.jpg")) { //Error code here } sf::Sprite Player; // This is NOT the sf::Sprite in your class!!...
c++,visual-studio,networking,sfml
Headers are meant to be included in several compilation units (cpp files). Unfortunately, in network.h you've defined a global object network. It will hence be declared several times (once when you compile network.cpp and another time when you compile main.cpp). Global variables (if they can't be avoided by other means)...
Assuming you use code similar to the example code, you're running a while() loop for the event loop, which poll events as long as there are events and thus it "repeats" as often as there have been events triggered. Events can range from mouse moving, to click, to keyboard input,...
You can read the mouse wheel as part of the event loop that is polled once per frame: int main() { sf::RenderWindow window(sf::VideoMode(320, 256), "Title"); sf::Event event; while(window.isOpen()) { while(window.pollEvent(event)) { if(event.type == sf::Event::Closed) window.close(); else if(event.type == sf::Event::MouseWheelMoved) { // display number of ticks mouse wheel has moved std::cout...
WorldOnFire.play(); is non blocking. Therefore your program will terminate before any sound is actually played. You need to add some kind of loop in your application. It can be as simple as a greedy while(isPlaying): while (WorldOnFire.getStatus() == sf::Music::Playing); or a bit more energy-efficient: sf::sleep(WorldOnFire.getDuration() - WorldOnFire.getPlayingOffset()); ...
Taking k_g's answer, we can actually shorten it quite a bit given that Vector2f has operator overloads. It can simply become: sf::Vector2f findVel(const sf::Vector2f& aPos, const sf::Vector2f& bPos, float speed) { sf::Vector2f disp = bPos-aPos; float distance = sqrt(disp.x*disp.x+disp.y*disp.y); // std::hypot(disp.x, disp.y) if C++ 11 return disp * (speed/distance); }...
c++,multidimensional-array,vector,sfml
You cannot insert into a std::vector just via indexing, you need to call the appropriate constructor which allocates a fixed amount of space. std::vector<int> array(4); // array[0 ... 3] are now accessible. So your declaration should be like this : MAP = std::vector<std::vector<Tile>>(xSize, std::vector<Tile>(ySize)); // now access MAP[i][j] // It...
c++,linux,shared-libraries,sfml
This answer relies on libsfml-dev being installed on your system. The way to fix it is removing all SFML options from the Search Directories>Linker, then make sure the linker settings looks something like this: This means that CodeBlocks will link to the default place. Afterwards recompile the code (Edit the...
When you double click an executable, the Operating System GUI runs your executable as a new process, and sets the "current directory" of that process to some arbitrary directory. In Windows it's C:/Windows/System32/ or something. Then, your code tells the operating system to open sansation.ttf, and it checks the current...
The reason is that you swapped the dimensions of the array. Instead of int ids[15][9]; ...which is 15 lines of 9 elements, you want int ids[9][15]; ...which is 9 lines of 15 elements. The order of the extents in the declaration is the same as the order of indices in...
What works for me is to have a ResourceManager class, which contains a hash table mapping resource names (or paths, if you prefer) to the actual resource instances (sf::Sound, sf::Texture). When a user requests a certain resource (e.g., by calling ResourceManager::getTexture("res/texture.png")), the ResourceManager class checks if a texture with name...
As shown in the official documentation and the official tutorial section of SFML, you can use the mapPixelToCoords function to map pixel/screen coordinates to world coordinates. The signature of the function is as following: Vector2f sf::RenderTarget::mapPixelToCoords(const Vector2i& point) const As such the usage would look something like that: //Get the...
The problem at Jack Edwards's answer is intersection control is before move command. But firstly sprite must move and after comes intersection control. If there is intersection, sprite must move back. if (Keyboard::isKeyPressed(Keyboard::W)){ r1.move(0.0, -0.05); if (r1.getGlobalBounds().intersects(r2.getGlobalBounds())) r1.move(0.0, +0.05);} ...
That's because your collision test is all or nothing. I would do extra collision tests to see if the x or y new position is valid or not, something like: if (tiles[i].collision && Collision::PixelPerfectTest(sprite, tiles[i].sprite)) { sf::Vector2f checkPosX = newPos; sf::Vector2f checkPosY = newPos; checkPosX.y = oldPos.y; checkPosY.x = oldPos.x;...
c++,compilation,codeblocks,sfml
Try reordering your links. Sfml system should last or first in your linker settings. It should the last of the SFML links.
c++,makefile,sfml,mingw32,wine
The libraries were compiled with MinGW GCC 4.7.1 and I was trying to compile my program with MinGW GCC 4.8.1, downgraded thanks to a friend and back online it is. Thanks you guys all for having shown me how to debug. Peace
The problem was all the action was happening inside the Window.pollEvent(Event) loop. To fix the issue I took it out of there. Have no idea what it was doing in there. Hate typos!
This works me fine: cv::VideoCapture cap(0); // open the video file for reading if(!cap.isOpened()) { return 0; } sf::RenderWindow window(sf::VideoMode(1200, 900), "RenderWindow"); cv::Mat frameRGB, frameRGBA; sf::Image image; sf::Texture texture; sf::Event event; sf::Sprite sprite; while (window.isOpen()) { cap >> frameRGB; if(frameRGB.empty()) { break; } cv::cvtColor(frameRGB, frameRGBA, cv::COLOR_BGR2RGBA); image.create(frameRGBA.cols, frameRGBA.rows, frameRGBA.ptr()); if...
Because in method timer::mainloop you have a call to init::mainwindow.isOpen(). This would only have sense in mainwindow was declared static in init class (and it is not). You must : either declare mainwindow to be static : class init { public: init(); static sf::RenderWindow mainwindow; }; and in cpp :...
You can't prevent specific classes from inheritance. It's an all or nothing proposition: any class inherits from the base or none. The best you can hope for is to narrow the interface. For example, instead of allowing decendents of Object in a function, you may want to have a class...
There are two things involved here: the language and the library you want to use. First, the language: yes, C++ is good for games but that doesn't mean you have to use it for your games. Some other language are good for that too. I'm no huge fan of Java...
c++,pointers,segmentation-fault,sfml
Your vector is only indexible from 0... size-1. You're starting at size, thus out of range, thus invoking undefined behavior, thus (because you were actually fortunate) your crash. Use an iterator for your collection. If you want this in reverse, use a reverse-iterator. for (auto it = object_buffer.rbegin(); it !=...
According to the docs: As a sound stream, a music is played in its own thread in order not to block the rest of the program. This means that you can leave the music alone after calling play(), it will manage itself very well. So you don't really need to...
c++,networking,codeblocks,sfml,mingw32
Link with networking module: mingw32-g++.exe -LC:\Users\Justin\AppData\Roaming\CodeBlocks\SFML-2.2\lib -o "bin\Release\SFML Test.exe" obj\Release\main.o -s -lsfml-graphics -lsfml-window -lsfml-system -lsfml-network ...
c++,linker,static-libraries,sfml
I think I figured out your issue. I suspect you need to download SFML GCC 4.7 TDM (SJLJ) - 32-bit from here http://www.sfml-dev.org/download/sfml/2.1/ - you were probably using the wrong version of the libs.
I am not a lawyer (and I did not stay at a popular hotel chain last night). The OpenAL implementation they are using is licensed under the GNU Library General Public License (LGPL), version 2. LGPL v2 requires that: If you link a program with the library, you must provide...
c++,compiler-errors,sfml,unresolved-external
You can't define templates inside .cpp files. They have to be defined in the header so the compiler can see the implementation and generate the specific classes. Here's a better question/answer on why it is so Why can templates only be implemented in the header file?. EDIT: What's wrong in...
void strzalObcy(sf::Clock& clock, sf::Sprite pociskSprite,sf::RenderWindow &window,int przesuniecie ){ sf::Time timer = clock.getElapsedTime(); std::cout << timer.asSeconds() << std::endl; if (timer.asSeconds() >= 1.0f ) { pociskSprite.setPosition(100,przesuniecie); window.draw(pociskSprite); przesuniecie+=50; clock.restart(); } } As Hiura said, your function takes a value and not a reference. Use the & to pass reference instead of value....
Creating a shared and static library with the gnu compiler [gcc] : http://www.adp-gmbh.ch/cpp/gcc/create_lib.html
It's linked to the concept of Callable: Since the stored target of the std::function (i.e. sf::RenderWindow::close) is a pointer to member function and the first argument (i.e. window) is a (reference to) an object of type RenderWindow, then the invocation of the function object is equivalent to window.close(). You could...
The easiest way is to build a class that models a point in both Cartiesian and polar coordinates. You can then use (x1, x2) -> to Polar -> add the angle -> to Cartesian. Alternatively, you can use the generalised rotation matrix: / \ / \/ \ |x2| = |...
EXECUTABLE_NAME is not set in target_link_libraries command, so in a debug build target_link_libraries(${EXECUTABLE_NAME} ${SFML_LIBRARIES}) is expanded to target_link_libraries(debug path/to/debug/library optimized path/to/release/library ... ) The first argument is treated as target name so you see the error Error:Cannot specify link libraries for target "debug" which is not built by this project...
First, you have to add the KeyPressed event handling inside the event poll switch, and inside, the code to move your sprite switch(eventSF.type) { [...] case sf::Event::KeyPressed: if(eventSF.key.code == sf::Keyboard::Up) { shape.move(0, 1) } break; } Also, shape.setFillColor(sf::Color(100, 250, 50)); shouldn't be inside the game loop. And this window.clear(); window.draw(shape);...
A std::vector copies or moves the inserted elements, so as long as you have the default copy constructor or as long as you do not change this dirty a texture per element-style, (the elements just need to have one common texture object to actually point to, so you waste much...
You have the redefinition error because you indeed have a redefinition in your cpp file : the struct Snake{...}; section. This isn't the way you provide definitions for your struct's methods. Here's a simplified example: In header: struct Example { void foo(); }; In cpp: void Example::foo() { //foo stuff...
Your for loop is a bit strange here: for(std::list<sf::Sprite>::iterator it = laserList.begin(); it != laserList.end(); laserList;) You'll find that this will form an infinite loop as the value of it never changes. This may be what leads to your crash. To fix it you want to increment the iterator after...
c++,keyboard,sfml,keyboard-events
Both comments below the initial question were perfect! If you look at the documentation, there is perfect explanations and examples: just poll events and check if key is pressed, if it is, you can already read the key code from the event struct. For text, use TextEntered event tho, because...
opengl,graphics,3d,sfml,immediate-mode
Your first glBegin doesn't have a matching glEnd, this causes all the other glBegins to be ignored until the next glEnd. This means the front face leaked out to the back face. That said immediate mode and the related displayList are deprecated, instead look into VBOs to store the vertex...
The earlier answer tells you how to change the code to make it work, but gives the wrong explanation. In this sequence: glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, texture1); glUniform1i(glGetUniformLocation(shader.program, "our_texture1"), 1); shader.bind(); with shader.bind() calling glUseProgram(), there is indeed a problem with the sequence. But it has nothing to do with...
@moka's answer explains the core problem with your code, and his/her code using iterators will fix your problem. However, there is another way to deal with the problem: splitting your code into a "computation pass" and an "array modification pass." The code would look like: for (int i = 0;...
There are two ways to solve this issue. The first is to swap some of the options so the command goes like this: g++ main.cpp -lsfml-window -lsfml-graphics -lsfml-system. The second option is to try updating g++ to version 4.9.2, which can be achieved on ubuntu by doing this
The experimental support of Android in SFML 2.2 and its examples can be build using cmake and make as described on this wiki page. To enable SFML samples, the SFML_BUILD_EXAMPLES flag has to be set to TRUE when configuring cmake. More build settings are available and presented in the official...
In the code: auto f = fileData[700 * 595]; You are accessing pixel 500, 520. To access the pixel 700, 595 you have to use: auto f = fileData[700 + 595 * 800]; // x + y * width I would write this as a comment, but I lack the...
Found the error myself. Most stupid mistake ever. The above code is correct, the problem was that I messed up the local worksize. functorXBlend = cl::KernelFunctor( cl::Kernel(manager->program, "xBlend"), manager->queue, cl::NullRange, cl::NDRange(textureSize.x, textureSize.y), cl::NullRange); Instead I had this: functorXBlend = cl::KernelFunctor( cl::Kernel(manager->program, "xBlend"), manager->queue, cl::NullRange, cl::NDRange(textureSize.x, textureSize.y), cl::NDRange(textureSize.x, textureSize.y)); ...
c++,dictionary,stl,sfml,stdmap
sf::Vector2<T> has no operator< but in order to use it as a key in a std::map it needs such an operator. You somehow have two options, without the need to modify Vector2.hpp: One complex and one easy but not so wanted way. Easy Simply make the maps from a fixed...
First, basic Sprite usage from the tutorial. Taken from my own answer on Resizing in SFML 2.0 which, by the way, is the first google result when you search for "sfml sprite fill the screen". First, here's a way to scale the image to the current RenderWindow size. // assuming...
This sf::RectangleShape shape(); looks like a function, not an object. So it looks like you are trying to declare a member function, not a variable. Hence, it says it's not a class type. At this point you should not call any constructors anyway. You just need to declare a variable...
This should just work. Tried the following with Visual Studio generator on Windows and Makefile generator on Linux on CMake 3.2: project(test) cmake_minimum_required(VERSION 2.8) add_subdirectory(SFML-2.2) add_executable(foo bar.cpp) target_link_libraries(foo sfml-system) SFML is built correctly and foo links correctly to sfml-system. The fact that you build your executable from another subdirectory should...
The problem is that you first rotate the parent in Entity->theSprite.rotate(-10); and then later use the rotation of this parent to determine the rotation angle for the children here float angle = toRotateAround->theSprite.getRotation() * (_PI / 180); Lets go through what the program calculates: iteration: ParentAngle = -10 -> Rotation...
c++,sockets,network-programming,udp,sfml
You should read on the subject to see how it really works, like How do the protocols of real time strategy games such as Starcraft and Age of Empires look?. Asking the same question on SO might not be the way to go, as your question is too broad and...
Due to C++ ABI incompatibility the SFML libraries must be built with the same exact compiler as your application gets built with. If you don't use this MinGW compiler, you'll have to rebuild SFML by yourself....
Due to the way name mangling and non-standardized ABI work in C++, there is unfortunately about no compatibility between different versions of compilers. In your case, you're even trying to use a library compiled with a compiler from a different "MinGW" project than your current compiler is. But even if...
When getting this kind of errors/glitches, where the behaviour of your game change depending on the number of variables, or items inside an array, its more likely caused by variables not being properly initializated. Give all attributes in all your classes a value in all of their constructors. In your...
From what i have seen, do not use an if statement for checking events, use a switch statement. Also Use a while(window.isOpen()) when trying to poll events Have you read through the tutorials on http://www.sfml-dev.org ? Because i can guarantee that it is the best source for learning sfml. Use...
After much thought: variables: sf::Vector2f av = avatar.getPosition();//avatar x(av.x) & y(av.y) coords sf::Vector2i m = sf::Mouse::getPosition(window);//mouse x(m.x) & y(m.y) coords float avx = 20;//avatar x coordinate float avy = 20;//avatar y coordinate float dx = 0;//x directional fraction float dy = 0;//y direction fraction float dx2 = 0;//x speed float...
c++,ubuntu,codeblocks,sfml,code-completion
libsfml-dev reinstall was enough.
You should not use two poll/waitEvents in a single thread, as they will unavoidably conflict!
As the error states you need to have the type information in the deceleration. You need to have: float Config::cubeLength = 10.f; sf::Color Config::cellColor = sf::Color::Magenta; ...
You could use a FSM so something along the lines of. // Visual states of the character. enum class State { WALKING, STANDING, ATTACK, }; State character_state = State::STANDING; // Change on input (or other things like impact.) if(input.up() || input.down() || input.left() || input.right) character_state = State::WALKING; else character_state...
I fixed a few things, first of all else if (sf::Event::KeyPressed){ bodyParts -= 1; inputLetter = true; } Remove the above and let window.pollEvent() handle events: while (window.pollEvent(event)) { if (event.type == Event::Closed) window.close(); if (event.type == Event::KeyPressed) handleInputs(event.key.code, true); } In the above code, I let a function take...
There are basically two ways: Do it in the event loop Use threads For both you need to keep destination coordinates for the sprites. Using the event-loop method you have to modify the event loop to not block waiting for events, and then update the sprites coordinates when needed and...
Your problem is essentially this: If your player is not in a wall, he can move in any direction. This includes movements which would put him in a wall. If your player is in a wall, he cannot move at all. So if he moves into a wall (because you...
c++,sql-server,visual-studio-2013,sfml,visual-c++-2013
The sdf file is created and owned by Visual Studio, not your program. When you open a solution Visual Studio will check to see if this file exists. If it doesn't VS will create one and populate it with code browsing and other information about the projects it manages. If...
try this if (leftclicked) { for (auto& enemy = EnemyVector.rbegin(); enemy != EnemyVector.rend(); ++enemy) { if (enemy->getGlobalBounds().contains(static_cast<float>(mousePos.x), static_cast<float>(mousePos.y))) { focus = &(*enemy); move = !move; break; } } } ...
c++,string,sfml,url-encoding,crysis
Because C++ language knows nothing about any "URL encoding". From the point if view of C++ language your '%20' is a multi-character constant that designates some implementation-defined value of type char (multi-character constants is an obscure feature of C and C++ languages). If you want to (or have to) use...
c++,game-engine,game-physics,sfml,movement
object.speed = object.speed * TimePerFrame.asSeconds(); This line is reducing the speed every frame until it is 0. You need to scale the movement distance by delta time whenever you move the object. Try this: float distance = speed * TimePerFrame.asSeconds(); sprite.move(cos(sprite.getRotation()*PI / 180) * distance, sin(sprite.getRotation()*PI / 180) * distance);...
Take the display out of the loop. This should fix the problem.
When you call erase, you modify laserList. That makes it invalid, because it pointed into the previous value of laserList. But then you increment it. You can't increment an iterator to contents that no longer exist. That makes no sense.
c++,visual-studio-2013,cmake,sfml,unresolved-external
This certainly looks like you've not actually linked any of the three SFML libs successfully. If the find_library calls in the CMakeLists.txt had failed to find the libraries, then CMake would output a fatal error which I'm sure you'd have mentioned. So my best guess is that you're trying to...
You never call loadGraphics. Call that at the start of main, and your program will probably work. But you'd almost certainly be better off without globals; and in any case, you don't want to define them in a header since that will break the One Definition Rule if you include...
So, the problem was, that I wasn't accounting for the way Transform handles its transforms (that is, from (0, 0)). So, even if I tried rotating around the center of the texture (in this case a 16x16 texture), it would rotate all my sprites around (8, 8), which is why...
Vikash is right, this is a case of missing runtime libraries. What you need is to install the right Redistributable package in your target computer. Google and download the appropriate version for your application: "Visual C++ Redistributable for Visual Studio YYYY" where YYYY is the year of your Visual Studio....
I'm afraid you have to decide to do a choice between using a Singleton (GameMaster) that allows access to the main window, or pass a reference to it with your dependent class objects. I personally would prefer the latter (I won't consider adding another constructor parameter to a couple of...
c++,network-programming,sfml,fps
If you're going to simulate TCP with UDP, why not use TCP? If you're adamant on using UDP as performance is maybe critical (and even if you think performance is critical, TCP will probably do the job), your client should send it's command/changes/data and only react on received data and...
c++,collision-detection,sfml,bounding-box
Hazarding a guess, I'd say that rotation of the object is the culprit, as rotation has the unfortunate effect of expanding the bounds of an object. The bounding rectangle after rotation is still in the x-y plane determined by the screen, but encompasses the object post-rotation. As illustration, look at...
Your sprite is rendered white because in your Villager constructor, you're giving a local Texture variable to setTexture, which then gets destructed at the end of the constructor scope.
c++,multithreading,process,sfml,close
Your threads are simply looping forever. Joining a thread doesn't imply to kill it. You have to change the loop condition. For example: static bool isRunning = true; void testThreads(){ while (isRunning) std::this_thread::sleep_for(std::chrono::seconds(1)); } And before joining your threads add isRunning = false....
The following line added in the resized event will correct the problem. window.setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height))); The issue seems to be that the view is not automatically scaled to fit the new resolution....
Given a sf::RectangleShape you can construct a sf::FloatRect (which is just sf::Rect<float>) and then call sf::FloatRect::intersects between two sf::FloatRect. As an example: sf::RectangleShape a(..); sf::RectangleShape b(..); sf::FloatRect a_rect(a.getPosition(), a.getSize()); sf::FloatRect b_rect(b.getPosition(), b.getSize()); if (a_rect.intersects(b_rect)) { // ... } ...
Two suggestions I'm not sure what are you intending to do with the include paths. My guess is that this is a left over from some experimentation. You've told CMake to look in 2 directories, both directories that have a space in them. Because you probably don't have a directory...
The first error tells you everything you need to know: In file included from /usr/include/SFML/System/Lock.hpp:32:0, from /usr/include/SFML/System.hpp:36, from /usr/include/SFML/Window.hpp:32, from /usr/include/SFML/Graphics.hpp:32, from main.cpp:5: /usr/include/SFML/System/NonCopyable.hpp: In copy constructor ‘sf::Window::Window(const sf::Window&)’: /usr/include/SFML/System/NonCopyable.hpp:67:5: error: ‘sf::NonCopyable::NonCopyable(const sf::NonCopyable&)’ is private NonCopyable(const NonCopyable&); A Window is,...
Okay, I dont know why but with this include #include <SFML/Graphics.hpp> just after the #include <SFML/Window.hpp> it works ! So weird... :( #include <SFML/Graphics.hpp> may includes a file that I need to....
c++,graphics,textures,sprite,sfml
Something like this should work. sf::Image image; image.LoadFromFile("bohater.png"); image.CreateMaskFromColor(sf::Color::White); sf::Texture texBohatera; texBohatera.LoadFromImage(image); sf::Sprite bohater; bohater.SetTexture(texture); (Disclaimer, I didn't test it because I don't want to install SFML)...
c++,visual-studio-2012,audio,sfml
First off all, I'm fairly new to C++ & SFML. I'm sure there's a better solution to your problem than the one I've got, but here goes. I have a method called loadAudio(std::string source) and a vector where I store the audio. class Audio{ private: sf::SoundBuffer buffer; sf::Sound sound; std::string...
if(dir = 2) and if(dir = 3) must be if(dir == 2) and if(dir == 3) respectively.
Your question is quite vague, but at a quick glance: you are trying to make modifications to your variables "jello, lane" etc. You should pass them by reference: void update1(Jello &jello, Lane &lane, ScreenDimensions &screen); (or using a pointer). some more information about passing by reference...
c++,arrays,2d,collision-detection,sfml
Convert the coordinates of the player in array coordinates then check if map[x][y] == 1. So do not have to loop through your entire map every game loop. To convert into array coordinates, use int conversion : int playerTileX = (int)(playerWorldX / 32); int playerTileY = (int)(playerWorldY / 32); if(map[playerTileX...
The problem ended up being that I did not include the dependencies of libsfml-window-s.a in my project. One of the required dependencies was CoreMotion.framework.
The main reason for this issue is the import libraries for the DLL's were created for a different version of the DLL you're using. When you built the application, you used an import library so that the linker will find the SFML functions that your application is calling. However, the...
sfml,rust,lifetime,lifetime-scoping
When you call blit, there are two lifetimes under consideration; self, you see, is of type &'ρ₀ Render<'ρ₁> for certain lifetimes ρ₀ and ρ₁. In your impl<'s> Render<'s> declaration, you have declared that ρ₁ is 's, and in your &'s mut self you have declared that ρ₀ is 's: thus,...
Learn the bitmap structure from Wikipedia and then write it out to a file and then write out the pixels.. I've tested the below with Paint on Windows 8.1. I opened an image with paint and then pressed Ctrl + C to copy to the clipboard.. then I ran the...
To add onto KeyHeart's answer. I hacked up your code a bit and managed to get it working. Keep in mind the scope of your variables. There's CircleShape playerVisual(50) in Player::Initialize() which is a local variable, but you already have a CircleShape playerVisual inside Player.h! So the former is unnecessary....
The problem is that sf::Mouse::getPosition returns the position of the curson in window coordinates while all the entities use world coordinates. You can fix this by using the mapPixelToCoords member function of your sf::RenderWindow object: ... case sf::Event::MouseButtonReleased: { projectile.setPosition(player.x,player.y); sf::Vector2f mousePosition = window.mapPixelToCoords(sf::Mouse::getPosition(window)); float angleShot = atan2(mousePosition.y - projectile.y,...
c++,matrix,rotation,sfml,points
Using the SFML, you first create a transformation : sf::Transform rotation; rotation.rotate(10, centerOfRotationX, centerOfRotationY); Then you apply this transformation to the position of each vertex : sf::Vector2f positionAfterRotation = rotation.transformPoint(positionBeforeRotation); Sources : sf::Transform::rotate and sf::Transform::transformPoint....