I am having a segmentation fault error when running this code
The error is triggered at the draw function of the custom object.
I believe that its related to the address of the window.
GameObject *obj = new Dummy;
//game loop
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
obj->draw(window);
window.display();
}
return 0;
}
I pasted the whole code here
I fixed it.
The problem was that I was loosing the texture cause it wasn't created with new, so after the constructor created it then the sprite was banished.
Related
I'm trying to learn SFML, when I try a simple program it works.
The problem I struggle with is loading an image, it shows me an error that I don't know how to deal with
I did all by different tutorials but every time the same problem, I've located the image in the same folder
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(500, 500), "Sprites!");
sf::Texture playerTex;
playerTex.loadFromFile("tiles.png");
sf::Sprite playerSprite;
playerSprite.setTexture(playerTex);
playerSprite.setScale(1.5, 1.5);
playerSprite.setPosition(100, 100);
playerSprite.setOrigin(32, 32);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(playerSprite);
window.display();
}
}
Error is:Exception thrown at 0x70C13727 (vcruntime140.dll) in SFML-0.exe: 0xC0000005: Access violation reading location 0x00400000.
When I resize my sfml window, when I cut resize to make it smaller and resize to make it larger, it gives you a really weird effect.
How do I make the resizing more prettier? The code is from the installation tutorial for code::blocks.
Code (same as the code in the installation tutorial for code::blocks on the sfml website):
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
sf::CircleShape shape(100.f);
shape.setFillColor(sf::Color::Green);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(shape);
window.display();
}
return 0;
}
You need to manage the resize of the window. Otherwise the coordinates are wrong. Here is an excerpt of your code with the solution. Credits go to the author of this forum post, this is where I once found it when I was looking for a solution: https://en.sfml-dev.org/forums/index.php?topic=17747.0
Additionally you can set the new coordinates based on the new size. The link gives you more information.
// create own view
sf::View view = window.getDefaultView();
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
if (event.type == sf::Event::Resized) {
// resize my view
view.setSize({
static_cast<float>(event.size.width),
static_cast<float>(event.size.height)
});
window.setView(view);
// and align shape
}
}
I'm trying to learn C++. I'm trying to get into GUI-programming with the frame work SFML (based on OpenGL) and TGUI. When I run my basic program (just window initialisation and creating a button) in Visual Studio (debug mode), it throws the exception: Access violation reading location 0xCCCCCCCC. I found out, that 0xCCCCCCCC is a specific memory pattern and means I am doing stuff with uninitialised memory on the stack. But where am I doing this in my program? My Code:
#include <TGUI/Gui.hpp>
#include <TGUI\TGUI.hpp>
#include <TGUI\Widgets\Button.hpp>
using namespace std;
int main() {
tgui::Button::Ptr button = tgui::Button::create("Test"); //HERE THE EXCEPTION IS THROWN
sf::RenderWindow window(sf::VideoMode(800, 600), "Fenster");
tgui::Gui gui(window);
gui.add(button, "Hallo");
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
// When the window is closed, the application ends
if (event.type == sf::Event::Closed)
{
window.close();
} else if (event.type == sf::Event::Resized){
window.setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
gui.setView(window.getView());
}
// Pass the event to all the widgets
gui.handleEvent(event);
}
window.clear();
// Draw all created widgets
gui.draw();
window.display();
}
delete button;
button = NULL;
return EXIT_SUCCESS;
}
Any help would be nice. Thanks!
So, I was trying to create a class in C++ for an animated sprite that uses spritesheets for input, and when trying to move the sprite, it just sort of bounces back. It won't save to the position.
I tried using .setPostion() but that still bounces back to where it was. I have no other methods of moving the sprite implemented, nor updating it or anything else. The part in concern in the member function run, which is void is:
//if statement
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
curranim[2] = Right;
playerSprite.setPosition(playerSprite.getPosition().x + walkingSpeed, 0);
}
window.draw(playerSprite);
//spritesheet.cpp ends here
Now here is my main function:
int main()
{
sf::RenderWindow Window(sf::VideoMode(900, 600), "RPG");
animsprite sprite("dragon.png", 1, Window);
sprite.setWalkSpeed(10);
sf::Event Event;
while (Window.isOpen())
{
while (Window.pollEvent(Event))
{
switch (Event.type)
{
case sf::Event::Closed:
Window.close();
break;
}
}
Window.clear();
sprite.run(Window);
Window.display();
}
return 0;
}
Will I be stuck to repeating my code forever or is there a fix?
I'm attempting to get a picture to display by using SFML (just a test run). The program can find the picture, and open a new window, but when it opens the window it only pops up for half a second then returns with 1. Here is the code (which is just their example that I tweaked):
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(500, 500), "SFML works!");
sf::Texture Texture;
sf::Sprite Sprite;
if(!Texture.loadFromFile("resources/pepe.png"));
return 1;
Sprite.setTexture(Texture);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(Sprite);
window.display();
}
return 0;
}
I am assuming the error is coming from the return 1; after the loading, but I don't see what is wrong. Can someone post something that worked for them or give me tips on what may be going wrong?
Your code works just fine, except for the ; after the texture loading from a file, making your program always return 1, whatever was happening before.
It's a good idea to add error messages to know what's going wrong.
#include <SFML/Graphics.hpp>
#include <iostream>
int main()
{
sf::RenderWindow window(sf::VideoMode(500, 500), "SFML works!");
sf::Texture Texture;
sf::Sprite Sprite;
if(!Texture.loadFromFile("resources/pepe.png")){ // there was a ; here.
// making the code below always run.
std::cerr << "Error loading my texture" << std::endl;
return 1;
}
Sprite.setTexture(Texture);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed){
window.close();
}
// you only get here when there is at least one event.
}
// but you always want to display to the screen.
window.clear();
window.draw(Sprite);
window.display();
}
return 0;
}
My rule of thumb is to always enclose code blocks with curly braces so you never make these kind of mistakes (or someone else changing your code is less prone to make that mistake).