Simple and Fast Multimedia Library - a free, portable API that provides access to graphics, input, audio, etc.
0
votes
0answers
26 views
pollEvent confusion in SFML
I am new to game development, and I am starting with SFML. I am confused with the window.pollEvent() event in this code:
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML");
sf::Event event;
...
0
votes
1answer
38 views
Simple state pattern and circular dependancies
I'm creating a game engine which utilizes a state machine following this GameDevGeek tutorial. My concern is the use of circular dependency which I've heard is bad. The game engine has the game ...
0
votes
1answer
37 views
SFML: Optimizing sf::Text?
I've been noticing that using multiple sf::Text objects has a huge impact on performance.
The difference between using 1 or 4 sf::Text objects can result in almost a 40FPS drop (From 120 to 80).
...
0
votes
0answers
15 views
Collision with top half of paddle vs bottom half [duplicate]
I want to be able to change the way that a ball collides with the top half of the paddle as opposed to its bottom half in SFML.
if (CheckCollision(player1)) {
paddleHit = true;
...
0
votes
0answers
41 views
Game chess sprite not moving across board
#include "Tile.h"
Tile::Tile() : sf::RectangleShape(sf::Vector2f(105, 105)), m_isHighlighted(false)
{
if (!m_cBuffer.loadFromFile("penclick.wav")) {
std::cout << "Failed to load ...
-1
votes
1answer
64 views
Way to check if rectangle contains anything (without passing the “anything” as a parameter)
Using it for a chess game, i want the tiles to be able to tell if anything is on it without the function passing the other object as a parameter so it can see if the tile global bounds of the tile ...
0
votes
2answers
80 views
Limiting framerate with a fixed timestep
UPDATE:
I still need help determining how MAX_UPDATES works. I want my game to be designed in such a way that if the user can't run the game at full speed, it slows down so that no updates are ...
2
votes
1answer
57 views
Correct way of managing player states?
I'm a relatively new programmer attempting to create a simple 2d fighter for fun using the SFML 2 library. As a game with interaction dependent on what the character is doing, using a state system ...
1
vote
1answer
51 views
C++ SFML: Font is clear and the other time blurred
This is my code.
TextRenderer->setString(pCurrentUnit->getCHAR()->getNAME());
TextRenderer->setCharacterSize(16);
TextSanitizer::CenterOrigin(TextRenderer);
TextRenderer-&...
1
vote
1answer
50 views
C++ SFML: Keypressed Event not registering half the time?
I have a very simple event handeling system at the moment.
void LevelScreen::PollInput()
{
sf::Event event;
while (pWindow->pollEvent(event))
{
if (event.type == sf::Event::...
2
votes
0answers
48 views
SFML Raycasting Problem: Textures not displaying propely
I have been lurking on gamedev.Stackexchange for a while now and finally have a question to ask.
I have been working on a simple raycasting engine (like wolfenstein 3d) using the SFML Graphical ...
1
vote
1answer
57 views
What's a way to improve this wall collision detection code to keep objects within a perimeter made of these walls
// Player Collides with Wall
counter1 = 0;
for (iter60 = wallArray.begin(); iter60 != wallArray.end(); iter60++)
{
if (Player1.rect.getGlobalBounds().intersects(...
1
vote
1answer
84 views
Simple 2D Platformer Collision Detection?
I'm relatively new to programming and I am attempting to write a 2d platformer in C++ using the SFML library.
The structure of my code is that I have a Stage class which contains a vector of sf::...
0
votes
1answer
76 views
How to create animation using sprite sheet in C++ and SFML 2.0?
I was wondering how do animation using a sprite sheet. I have a sprite sheet and the size is
height:400
width:601
The code I am using is:
#include<SFML/Graphics.hpp>
#include<iostream>
...
0
votes
1answer
67 views
OpenGL vbo black screen
I am using sfml with opengl and using glew
Here is my code:
// MainWindow.cpp
// window is declared outside in the class it is a sf::Window
#include "MainWindow.h"
#include <iostream>
//#...
1
vote
0answers
25 views
SFML Texture issue removing from memory
I am currently working on loading tmx levels into my game, all is going well and i have layers being loaded textures being loaded and all the data being loaded such as level name, tile sizes etc.
The ...
1
vote
0answers
98 views
Isometric map (2D) - Click detection - Mouse mapping - How to implement it? [duplicate]
I'm building an isometric engine.
I use TILE_SIZE * TILE_SIZE (minecraft like) tiles.
(I'm using 64 * 64 tiles but I can change the number when I want)
I can access for each tiles to this ...
0
votes
0answers
62 views
GUI, interface/listener equivilent in c++
brief intro
I am currently working on a game engine using SFML for a small project, Coming from Java I know a fair bit but unfortunately I have come across a lot of snags (to be expected when ...
1
vote
1answer
87 views
C++ class hierarchy issue [closed]
I am taking the step of moving on from Java over to c++, I have been working on my own custom game engine in java for a while so have a good understanding of polymophism, inheritance etc.
Now to the ...
0
votes
2answers
106 views
2D top down RPG animation architecture problem
I have a problem with my sprite animations right now. I have different animations and sequences for each character so an specific archer might do a ranged attack in which he just plays one animation ...
1
vote
1answer
113 views
QT SFML Integration Trouble
I have been having trouble linking sfml to qt creator I have downloaded the pre-compiled libraries and headers for MINGW on the sfml website here : http://www.sfml-dev.org/download/sfml/2.3.2/
This ...
1
vote
2answers
104 views
Drawing a level in SFML (C++)
So in an attempt to move out of the console environment I have set up an SFML poject in Visual Studio. I am currently trying to draw a stage from a vector within a vector (Matrix?), and the results ...
-1
votes
2answers
56 views
SFML Increasing random falling meteors [closed]
Im working on a small project where i have to creat a 2d game using C++ and SFML (it wasn't my choice to use them)
i did every thing like creating the ship ,shooting ,score counter ..etc
i managed to ...
2
votes
1answer
88 views
Anti-Aliasing + Atlas Texture + VBO = nasty looking artifact
With my research I have found that using a VBO to render graphics is much faster than using depreciated OpenGL. I've found with this that you can't switch textures mid VBO render, so if I have ...
2
votes
1answer
197 views
How i can make better jump to my game? - C++ SFML
So, I ask question about my 2D game, actually it is not game, but it is something like poor game. Well i made moving system and now is time to make jump. I made some kind of gravity with tutorial but ...
0
votes
0answers
17 views
Config SFML in QTCreator with file.pro
I know that are a method with cmake , but i wouldlike config my project in Qtcreator usinig qmake and my doubt is what my file .pro must have for work it ?. I will run in windows , maybe later linux . ...
0
votes
0answers
32 views
Jumping to tiles in y coordinate before displaying all tiles in x?
I am learning how to load in tile maps and I have successfully done so, sort of. The problem is that the program is jumping to the tiles in the y coordinate before displaying all the tiles in the x. ...
0
votes
1answer
89 views
SMFL C++: IntRect intersection not working?
I'm trying to find free space to place rectangles, but even though I check for a collision using .intersects(), it still places them through eachother and somehow doesn't see the intersection ...
1
vote
1answer
401 views
how to port my game for android in sfml [closed]
i am a c++ programmer , and I want to develop games . I chose sfml , because I wanted to see what happens behind the scene better . I have an idea to make , and the desired platform is mobile devices(...
0
votes
1answer
37 views
What causes SFML pollEvent to segfault here?
I'm writing an SFML application in C. Currently sfRenderWindow_pollEvent() and sfRenderWindow_waitEvent() always segfault.
Here's the cleaned code that shows the issue.
sfRenderWindow* window;
...
1
vote
1answer
60 views
How can I avoid referring directly to the state type when transition to new states in a state machine?
I finally found a good way to implement a "stack-of-states" to manage what screen I am on.
Minimal example:
class gameEngine {
public:
//Removes state at the "back" of the stack and puts the ...
9
votes
1answer
195 views
Screen tearing in fragment shader on R9 380 GPUs
two players are encountering an issue with my game where the screen is tearing when it uses a fragment shader but it only seems to be doing this for players with a R9 380 GPU. Here is what it looks ...
0
votes
2answers
352 views
SDL or SFML: which is the best option if I only want to use OpenGL for my graphics? [closed]
I've read a lot about creating graphics with OpenGL in SDL and SFML over the past few days, and I want to know which one I should pick. As mentioned in most of the things that I've read, both allow ...
0
votes
1answer
64 views
csfml wait event
I would like to spawn a separate thread to deal with inputs using c and sfml.
I made a prototype that waits for input in main() and it works fine.
I made a prototype that spawns a new thread and waits ...
0
votes
1answer
282 views
AABB Collision Problems in SFML
I have a problem with AABB collision.
I am making a top down rougelike in SFML and my collision algorithm does't quite work properly.
HERE IS A GIF OF THE PROBLEM.
It mostly works, except for when ...
0
votes
0answers
87 views
How can I improve my ray casting algorithm
So I finished coding this ray casting algorithm in C++ and I feel like it could be improve, despite that, I believe that it is really good since it is coded using SFML.
Here is the algorithm in C++
...
1
vote
1answer
55 views
AntTweakBar doesn't register SFML mouse events
I'm trying to add GUI for easier level editing in our game engine. We're using SFML for all the basic stuff (window management, input events etc). I've chosen AntTweakBar because it is a well known ...
0
votes
1answer
163 views
Port forwarding client and server?
So, lets say i have a client and server sending information to each other. Do i have to port forward both the server and the client, or do i just port forward the server? If i have to do both, is ...
0
votes
0answers
205 views
How do I draw a tilemap in SFML (C++)?
I've been working with SFML and I've used what I know to try and create a TileMap. However, opening the RenderWindow will only display a black screen and the image I have loaded in the files will not ...
0
votes
1answer
85 views
Can't set color of returned sprite? [closed]
So, I have some variables in my game :
This is all the tiles in my game / the map.
std::vector<Sprite*> tiles;
This is the sprite variable which I have in a custom Sprite class.
sf::Sprite* ...
1
vote
3answers
147 views
Get the tile that my mouse pointer is currently over?
I want to get the tile that my cursor is over in my game.
I did some googling though most of the examples we're in other languages/libraries and if they weren't, they didn't work for me because I use ...
3
votes
1answer
131 views
OpenGL App not setting cursor position appropriately
I have written a small application using OpenGL, and have implemented some rudimentary camera controls. Unfortunately, I cannot get the application to set my cursor position correctly. The cursor is ...
0
votes
1answer
41 views
Terrain Generation - Only draws first sprite and last row on the X axis
So, I have a problem where I'm trying to loop trough columns of sprites, that later will be drawn to fill a specific area.
But it only renders the first sprite and the last row of sprites on the X ...
0
votes
1answer
160 views
Looping trough a std::map won't work [closed]
Answer :
Turns out the for loop did work.
Lesson Learned :
You might want to
try putting something in it to see if the code inside actually
executes....
As the title says I ...
1
vote
3answers
125 views
How to keep track of elements inside a std::vector?
Let's say I have a std::vector with sf::sprites and my maps are auto-generated.
Then you won't know which element is which sprite.
Example :
I want THAT tree sprite to be removed, but I have no ...
0
votes
1answer
87 views
Error : No default constructor exists for “Sprite” [closed]
What i want to do is make the Player class inherit the Sprite class.
So I inherited it like this :
class Player: public Sprite {};
But when I go to my Player.cpp I get the following error :
...
0
votes
0answers
81 views
Can't display sf::text using custom class, crash
I have my own Text class which uses sf::Text to display text on the screen.
First I couldn't get the text to display on the screen, my solution was that I forgot to give the text a font before ...
0
votes
1answer
47 views
Texture becomes white box when drawing it?
My problem is that when I try to render my sf::Sprite it only renders a white box in my window.
I did some reading on this and couldn't really find anything that helped.
Some said that it's because ...
0
votes
1answer
131 views
Unhandled exception at 0x0FE62707 (sfml-system-d-2.dll)
So, turned on my pc today thinking I we're gonna continue making my game but got denied by this error.
Have no idea how to fix it and why it's there at all, I haven't touched my project properties in ...
-1
votes
1answer
94 views
Game crashes when trying to access function inside of a class, inside of a vector
So, I have a object, inside of a vector and I'm trying to call a function in that object :
std::vector<Box>entities;
entities.insert(entities.begin() +1, Box(&world, b2Vec2(Camera....