I'm trying to create a smaller game and I need to get a rectangle to move left to right within the window. Note that this is not the fully completed code. Below is a snippet of a created window class and the run function of it.
I can draw the rectangle, and at the moment it's also moving. However, when I'm pressing up/down it'll move to the right as well, but I want it to do it automatically. If I move the for-loop calling movement() outside of while (which I assume it should..?), the rectangle just disappears.
Another thing to note is that movement should be called through the vector pcEnhet, since I'll use it with other sprites later on.
void Spelplan::run() {
SDL_RenderClear(render);
for (PCKomponent* k : pcEnhet)
k->draw();
SDL_RenderPresent(render);
bool spela = true;
while (spela) {
SDL_Event eve;
while (SDL_PollEvent(&eve)) {
switch (eve.type) {
case SDL_QUIT:
spela = false;
break;
case SDL_KEYDOWN:
switch (eve.key.keysym.sym) {
case SDLK_DOWN:
for (PCKomponent* k : pcEnhet)
k->knappNer(eve);
break;
case SDLK_UP:
for (PCKomponent* k : pcEnhet)
k->knappUpp(eve);
break;
}//keysym switch
SDL_RenderClear(render);
for (PCKomponent* k : pcEnhet)
k->draw();
SDL_RenderPresent(render);
}//eve.type switch
for (PCKomponent* k : pcEnhet) {
k->movement();
k->draw();
}
}//while SDL_Poll
}//while spela
}
void Spelare::movement() {
area.x++;
}
void Spelare::draw() {
SDL_RenderCopy(sp->getPlan(), spelareTexture, NULL, &area);
}
Don't do the rendering in while (SDL_PollEvent(&eve)), but in while (spela). Your items have to be moved/drawn not depending on whether the input is being registered.
while (SDL_PollEvent(&eve)) {
...
}
SDL_RenderClear(render);
for (PCKomponent* k : pcEnhet) {
k->movement();
k->draw();
}
SDL_RenderPresent(render);
Remove the "pre-rendering" code you have above the bool spela = true; line, and remember to make your event loop similar to this from now on.
Note that rather than moving all the objects, you could think of them as stationary and move just the camera (viewport), with which you would calculate the absolute coordinates of the objects in their draw function.
And also, pick one from the two:
spela = false; // will render one last frame
break; // ^ will not, and does not require spela variable at all
Related
Hey I can't find an answer to this anywhere. I want to change my menuItemLabel's font colour when touched. By default it scales and animates to be bigger when you first touch it, but how to customize it more? Here is my label and menuitem:
//add options label
optionsLabelSettings = Label::createWithTTF("OPTIONS", "fonts/font1.ttf", 140);
optionsLabelSettings->setColor(Color3B(255,255,255));
auto optionsItem = MenuItemLabel::create(optionsLabelSettings, CC_CALLBACK_1(MainMenuScene::GoToOptionsScene, this));
optionsItem->setPosition( Point (visibleSize.width/2 + origin.x, visibleSize.height /2));
//add menu
auto menu = Menu::create(optionsItem, NULL);
menu->setPosition( Point(0,0));
this->addChild(menu);
If you want to change font color, you can insert such method in your handler:
void MainMenuScene::GoToOptionsScene(parameters)
{
optionsItem->getLabel()->setColor(Color3B::BLACK); // or any other color
… // your method of switching to another scene
}
If you switch to another scene after pressing, it will be ok.
But if you plan to stay on the current scene, this method is not suitable, because you can’t to restore the font color back. In this case better way is using MenuItemImage and creating images for normal and selected states:
MenuItemImage *optionsItem = MenuItemImage::create(«normalImage.png», «selectedImage.png», CC_CALLBACK_1(MainMenuScene::GoToOptionsScene, this));
Or using ui::Button, if you haven’t images:
ui::Button* optionsItem = ui::Button::create();
optionsItem->setPosition(…);
optionsItem->setTitleText(«OPTIONS»);
optionsItem->setTitleFontName("fonts/font1.ttf");
optionsItem->setTitleFontSize(140);
optionsItem->setTitleColor(Color3B::WHITE);
optionsItem->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
switch (type)
{
case ui::Widget::TouchEventType::BEGAN:
this->startPressingGoToOptionsScene();
break;
case ui::Widget::TouchEventType::ENDED:
this->finishPressingGoToOptionsScene();
break;
default:
break;
}
});
this->addChild(optionsItem);
and then in each handler set different button behavior:
void MainMenuScene::startPressingGoToOptionsScene(parameters)
{
optionsItem->setTitleColor(Color3B::BLACK);
optionsItem->setTitleText(«…») // change anything else
…
}
void MainMenuScene::finishPressingGoToOptionsScene(parameters)
{
optionsItem->setTitleColor(Color3B::WHITE); // return original font color and other changes
…
}
customise your MenuItemLabel class & Implement following two methods :-
class ChangedMenuItemLabel : MenuItemLabel
{
bool ChangedMenuItemLabel::initWithLabel(cocos2d::Node *label, const ccMenuCallback &callback)
{
if (!MenuItemLabel::initWithLabel(label,callback)) {
return false;
}
return true;
}
void selected(){
this->setColor("your color");
}
void unselected(){
this->setColor("your color");//or nothing
}
}
I'm writing code that draws a polygon and gives it two feet, walks from the right until it gets to the middle, does a flip, and then lands and walks to the left. I'm having a lot of trouble figuring out how to animate his feet. All I want to do is make one go up, then come down, then the other go up, and then come down. I know all I have to do is change the Y values of his feet, but I can't figure out how.
My professor talks about key frames a lot, but wouldn't every step that my "Polyman" would take be a key frame leading to infinite amount of cases? Here is my timer function...
void TimerFunction(int value) //float plx = 7.0, ply=-3.0, linet=0.00;
{
switch(frame)
{
case 1:
dx-=0.15;
plx-=0.15; //dx=polygon, plx = one foot, pl2x = other foot
pl2x-=0.15;
if(dx<=0.0)
{
plx=0.0; //this case makes polyman walk to the middle
dx=0.0;
pl2x=0.0;
frame=2;
}
break;
case 2:
dxt+=0.05;
if (dxt<=-0.00) //this is a triangle I translate over polyman appearing as if he's opening his mouth
{
dxt=0.00;
frame=3;
}
break;
case 3:
dy+=0.2;
theta+=10.0;
thetat+=10.0;
dyt+=0.2; //this is the flip with polyman's mouth open
ply+=0.2;
pl2y+=0.2;
linet2+=10.0;
linet+=10.0;
if(dy>5.0 || theta>360.00)
{
dy=5.0;
dyt=5.0;
ply=5.0;
pl2y=5.0;
linet2=0.0;
theta=0.0;
thetat=0.0;
linet=0.0;
frame=4;
}
break;
case 4:
dy-=0.2;
dyt-=0.2;
ply-=0.2;
pl2y-=0.2;
if(dy<=-3.0) //this is polyman coming back down to earth
{
dy=-3.0;
dyt=-3.0;
ply=-3.0;
pl2y=-3.0;
frame=5;
}
break;
case 5:
dxt-=0.2;
if (dxt<-3)
{ //this is the triangle slowly translating left appearing as if he's closing his mouth
dxt-=3.0;
}
if (dxt<=-8)
{
dxt = -8;
frame = 6;
}
break;
case 6:
dx-= 0.15;
plx-= 0.15;
pl2x-=0.15; //this is polyman walking off the stage to the left
if(dx<=-8.0)
{
dx=-8.0;
plx=-8.0;
pl2x=-8.0;
}
break;
}
glutPostRedisplay();
glutTimerFunc(30, TimerFunction, 1);
}
All variables that are used in my timerfunction are global. Thanks for your time! If you need any more of my code just ask and i'll append.
I am making an ncurses game which has a spaceship fire bullets at other enemies.
I've got the ship firing bullets how ever when I fire more than one bullet, only the latest bullet will move and the rest will stay still.
int i=0 , j=-1;
switch(key){
case KEY_UP: playership.row=changeRow(playership.row,-1,playership.col); /* move up */
break;
case KEY_DOWN: playership.row=changeRow(playership.row,+1,playership.col); /* move down */
break;
case KEY_LEFT:playership.col=changeColumn(playership.col,-1,playership.row); /* move left */
break;
case KEY_RIGHT:playership.col=changeColumn(playership.col,+1,playership.row); /* move right */
break;
case ' ': {j++; bullets[0].col=playership.col+5; bullets[j].row=playership.row-2 ;break;}
default: break; /* do nothing if other keys */
}
if (j!=-1){
attrset(COLOR_PAIR(2));
mvprintw(bullets[j].row,bullets[0].col,"%c",bullet);
mvprintw(bullets[j].row+1,bullets[0].col," ");
bullets[j].row=bullets[j].row-1;
refresh();
}
I tried to implement the suggestion from the comments in this answer to my earlier question, but I don't think I've done it right:
If you can have 5 bullets at once, you need to store their positions.
If you have int bullet_pos[5] that would be fine. You could use -1 in
each position to say that no bullets are active. Then when you want to
fire one you search the array to find the first position that is -1
and change it to 0. When you draw the bullets, you go through the
array and draw a bullet for any position that is not -1, and update
its position.
If you don't already, try adding a flag to your bullet structure. Something like alive.
When you want to fire, you check through your array and find an unused bullet position (if any):
for( int i = 0; i < MAX_BULLETS; i++ ) {
if( !bullets[i].alive ) {
bullets[i].alive = true;
bullets[i].row = playership.row;
bullets[i].col = playership.col+5;
break;
}
}
Then when you update or draw:
for( int i = 0; i < MAX_BULLETS; i++ ) {
if( bullets[i].alive ) {
attrset(COLOR_PAIR(2));
mvprintw(bullets[i].row, bullets[i].col, "%c", bullet);
mvprintw(bullets[i].row+1, bullets[i].col, " " );
bullets[i].col++;
// TODO check for bullet death. If bullet is done, set `alive` to false.
}
}
refresh();
Using the following code I am to add a recursive function with out changing anything in the code for it to work:
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), TITLE);
int stop = 800;
sf::Color colour1(sf::Color::Black), colour2(sf::Color::Red);
// Start the main loop
while (window.isOpen()) {
// Process events
sf::Event event;
while (window.pollEvent(event)) {
// check the type of the event...
switch (event.type) {
// window closed
case sf::Event::Closed:
window.close();
break;
case sf::Event::MouseMoved: //mouse moved
stop = mapXtoMinSize(event.mouseMove.x); // convert x coordinate of mouse to minimum size of square to draw
break;
// we don't process other types of events
default:
break;
} //end switch
} //End-Process events
window.clear(colour2);
}
I just would like to know how to go about doing such.
A recursive function generally goes like this:
int recursive(int x) {
if (x == 0) {
return 0;
} else {
return (x + recursive(x - 1));
}
}
This will sum all the integers from 0 to x, by repeatedly calling itself to compute the sum of (x - 1) and adding this to the result. If the base case, x == 0, is encountered the recursion ends and the calls unwind until they reach the original, by which point the sum has been calculated. Please be more specific.
Without knowing what you are trying to achieve with your recursive function I cannot give you any more advice. I do not know what you mean with you comment "with out changing anything in the code".
I have an instance where a SDL_Rect is inside of a big SDL_Rect and i need it to make it so it cannot leave that rect but can still move. The movement of the little rect needs to be like board game movement where you click the button once and it moves a certain cords here is my code:
if( event.type == SDL_KEYDOWN) {
switch( event.key.keysym.sym ) {
case SDLK_UP:
yVel -= 10;
if (!check_collision(box,Cont))
{
std::cout<<"in the water"<<std::endl;
box.y -= yVel - 10;
}
break;
case SDLK_DOWN:
if (!check_collision(box,Cont))
{
std::cout<<"in the water"<<std::endl;
box.y -= yVel + 20;
}
else
{
yVel += 10;
}
break;
case SDLK_LEFT:
xVel -= 10;
if (!check_collision(box,Cont))
{
std::cout<<"in the water"<<std::endl;
}
break;
case SDLK_RIGHT:
xVel += 10;
if (!check_collision(box,Cont))
{
std::cout<<"in the water"<<std::endl;
}
break;
case SDLK_1:
return 2;
break;
}
}
You have inconsistencies in your SDLK_DOWN and the rest of your inputs - no velocity change happens if there are no collisions.
Your input code is changing coordinates, it shouldn't be like that. Make your input code manage the "intent", and have a game loop apply velocity to the object and to the collision detection.
Also, your collision checks should check if I'm at position and I move of delta, will I collide? If I do collide, what's the collision reaction? Do you want the entity to "slide" on collisions or simply stop as soon as a collision is detected?
Considering you are doing a board game, you shouldn't even have to do collision detection. Represent your board as a graph of possible positions your unit can be, translate mouse clicks into board coordinates and calculate the shortest path (use the A* algorithm) between your current position and your destination; invalid clicks (out of bounds) shouldn't translate into movement commands.