How can I set up an if statement so after every frame the sprite shows the next frame and then the next and then once it goes through all the frames it is over?
I tried using if statements and it has never worked for me, could anyone give an example?
Edit:
After demand for code I have decided to add a sample.
int frame4 = 1;
if(frame4 = 1)
{
WalkDownFrame1(); //Renders frame 4
}
else if(frame4 = 2)
{
WalkDownFrame2(); //Renders frame 2
}
else if(frame4 = 3)
{
WalkDownFrame3(); //Renders frame 3
}
else if(frame4 = 4)
{
WalkDownFrame4(); //Renders frame 4
}
else if(frame4 = 5)
{
frame4 = 1;
}
frame4++;
no matter what modifications I apply it stays stuck on one frame.
I'm assuming you mean if the conditions are true the animation occurs and if the conditions are false it stops, in which case it would look like
/*Rest of your model transformation code*/
if(shouldbeanimating){
/*animation code*/
}else{
/*default state or nothing if you want the model to
freeze at that point in the animation*/
}
Then whenever the program should stop the animation you just set shouldbeanimating to false
Well, you need to know how many frames your animation has. Then you proceed to draw frame after frame. If you hit the last frame you go back to the first or you stop.
Here's a link that will help you. It's doesnt matter if its SDL or any other lib, the approach is always the same.
http://lazyfoo.net/SDL_tutorials/lesson20/index.php
As an example
while(isAnimating)
{
framecounter++;
isAnimating = (framecounter < MAX_FRAMES);
}
They're many solutions. You can do a Sprite Class and add an attribute _tick, store your Texture into a container, like a std::vector. I'll give you a short hint. You put a method tick() to increment your tick number. You put an attribute nbFrames, that contains the number of frames for the current sprite.
int tick;
int nbFrames; //equivalent of textures.size()
std::vector<SDL_Texture*> textures;
SDL_Texture *idle_frame;
bool moving;
int x;
int y;
Sprite::Sprite()
{
_tick = 0;
//init your textures
moving = false;
x = 0;
y = 0;
}
int _tick;
void Sprite::tick(void)
{
// Consider that _tick can reach the Max Value of int32
_tick++;
}
void Sprite::render(void)
{
SDL_Texture *texture;
if(moving)
{
int fr_index = _tick % nbFrames;
texture = textures[fr_index];
}
else
{
texture = idle_frame;
}
//then you do your render code with SDL_RenderCopy, or OpenGL code
//.
//..
}
Still missing some other thing to handle, but that an hint for your solution.
Is it possible that you are just assigning in the if statement and not testing? Or did you just miss typed it here?
Because if your code is if(frame = 0) it should be (frame == 0).
Related
I’m creating a waveform widget in TouchGFX, but unsure how best to loop the waveform back to zero at the end because there are three frame buffers so you have to invalidate over an area three times or you get flickering . How would you handle looping the array back to start (x=0).
The main issue is my code originally assumed there was only one frame buffer. I think my code needs to be refactored for three framebuffers or add the ability to write directly to the frame buffer. Any hints would be greatly appreciated.
bool Graph::drawCanvasWidget(const Rect& invalidatedArea) const
{
if (numPoints < 3)
{
// A graph line with a single (or not even a single) point is invisible
return true;
}
else{
Canvas canvas(this, invalidatedArea);
for (int index = 0; index < (numPoints-1); index++)
{
canvas.moveTo(points[index].x,points[index].y);
canvas.lineTo(points[index].x,points[index+1].y);
canvas.lineTo(points[index+1].x,points[index+1].y);
canvas.lineTo(points[index+1].x,points[index].y);
}
return canvas.render(); // Shape above automatically closed
}
return true;
}
void Graph::newPoint(int y)
{
if(numPoints==501){
numPoints=0;
}else if ((maxPoints-numPoints)<=20){
points[numPoints].x = numPoints;
points[numPoints].y = y;
Rect minimalRect(480,0,20,100);
invalidateRect(minimalRect);
numPoints++;
}else{
points[numPoints].x = numPoints;
points[numPoints].y = y;
Rect minimalRect(numPoints-3,0,20,100);
invalidateRect(minimalRect);
numPoints++;
}
}
With TouchGFX 4.15.0 (just out) the TouchGFX Designer now supports a Graph widget (previously only found in source code in demos) which can be used to produce your waveforms. It has some more elegant ways of inserting points which may suit your needs.
I am making a flappy bird game just to get an idea of how to make games using SFML 2.4 and C++. I have a scoring system which is supposed to increment the score by 1 everytime the bird sprite intersects with an invisible pipe. However, instead of incrementing the score by 1 the score comes to around 57 and 60. Any ideas to get this working is really appreciated.
int main()
{
int score = 0;
float PipeInvisi = 200.0;
while(window.isOpen())
{
if (state == State::PLAYING)
{
// Setup the Invisible Pipe for Movement
if (!PipeInvisbleActive)
{
// How fast is the Pipe
spriteInvisi.setPosition(905, 0);
PipeInvisbleActive = true;
}
else
{
spriteInvisi.setPosition(spriteInvisi.getPosition().x - (PipeInvisi * dt.asSeconds()), spriteInvisi.getPosition().y);
// Has the pipe reached the right hand edge of the screen?
if (spriteInvisi.getPosition().x < -165)
{
// Set it up ready to be a whole new cloud next frame
PipeInvisbleActive = false;
}
}
// Has the Bird hit the invisible pipe
Rect<float> Birdie = spriteBird.getGlobalBounds();
Rect<float> Paipu5 = spriteInvisi.getGlobalBounds();
if (Birdie.intersects(Paipu5))
{
// Update the score text
score++;
std::stringstream ss;
ss << "Score = " << score;
scoreText.setString(ss.str());
clock.restart();
}
}
}
}
Assuming that your problem stems from constant intersection, you could introduce a simple flag that marks the intersection.
bool isBirdIntersectingPipe = false;
Then in your game loop you could detect the beginning of intersection like so.
if (birdRect.intersects(pipeRect)) // Intersection this frame.
{
if (!isBirdIntersectingPipe) // No intersection last frame, so this is the beginning.
{
++score;
isBirdIntersectingPipe = true;
}
// Still intersecting, so do nothing.
}
else // No intersection this frame.
{
isBirdIntersectingPipe = false;
}
Ideally you would have a dedicated collision or even physics system that would track all objects on the scene, but in this case a simple solution like this should suffice.
I am currently experiencing some heavy slowdowns with my game. I have narrowed it down to something related with texture animations.
In my game there are characters that walk in 1 of 4 possible directions, they will walk up to a point, then change direction and continue walking (sort of like a tower defense game).
First i am loading the sprite frame cache like this
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("characters.plist");
This code is only run once during the life time of my application.
When the characters get loaded to the screen their animation is being set using the following code:
int direction = 0;
int number = 0;
if (this->to_x < 0) // Left
{
direction = 1;
number = 1;
}
else if(this->to_x > 0) // Right
{
direction = 2;
number = 1;
}
if (this->to_y < 0) // Down
{
direction = 0;
number = 0;
}
else if(this->to_y > 0) // Up
{
direction = 3;
number = 2;
}
int s = 0; //skin
// Set the animation
Animation *animation = Animation::create();
for (int i = 0; i < INT16_MAX; i++)
{
string frame_sprite_name = StringUtils::format("%s_%d_%d_%d.png",parameters[name].image_name.c_str(),s,number,i);
auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frame_sprite_name);
if (frame) {
animation->addSpriteFrame(frame);
} else {
break;
}
}
// Invert the sprite when they go right
if (direction == 2) {
setFlippedX(true);
}else{
setFlippedX(false);
}
// Set the pace of the animation based on the type
if (name=="runner") {
animation->setDelayPerUnit(0.15f);
} else{
animation->setDelayPerUnit(0.3f);
}
Animate *animate = Animate::create(animation);
this->stopAllActions();
this->runAction(RepeatForever::create(animate));
What this code does is:
Check the direction
Get the sprite frame from the cache based on the direction
Run the action with repeat forever.
However this code is ran every time they change direction to set the new animation of the active characters. Also, at one time I can have around 40-50 of these characters going around.
I've noticed that after a few minutes in the game the slowdown starts to happen as soon as a new "character" is created, (since they are created in rapid succession in waves). And the slowdown also happens when the characters change in direction. So this makes me believe I am using the textures wrong.
If anyone knows how to fix this please let me know.
PD: I was thinking about the possibility of pre-loading all the animations and then just having each of the sprites that represent the characters run the corresponding animation.
You should definitely cache the animation in the AnimationCache with addAnimation and getAnimation methods.
I have a function that detects motion between two frames and stores a cropped image of only the moving Object in the variable cv::Mat result_cropped. Now I want to add a function that checks the result_cropped for black pixels. I wrote the code for that easely but I'm completly stuck on trying to implement it in my class.
For some reason my blackDetection(Mat & cropped) can't access the cropped image which results in the program crashing.
Heres my simplified code:
void ActualRec::run(){
while (isActive){
//...code to check for motion
//if there was motion a cropped image will be stored in result_cropped
number_of_changes = detectMotion(motion, result, result_cropped, region, max_deviation, color);
if(number_of_changes>=there_is_motion) {
if(number_of_sequence>0){
// there was motion detected, store cropped image - this works
saveImg(pathnameThresh, result_cropped);
if (blackDetection(result_cropped)==true){
//the cropped image has black pixels
}
else {
//the cropped image has no black pixels
}
number_of_sequence++;
}
else
{
// no motion was detected
}
}
}
bool ActualRec::blackDetection(Mat & result_cropped){
//...check for black pixels, program crashes since result_cropped is empty
//if i add imshow("test",result_cropped) I keep getting an empty window
if (blackPixelCounter>0){
return true;
}
else return false;
}
Again, the problem is that I can't manage to access result_cropped in blackDetection(Mat & result_cropped).
\\edit: my complete code for this class http://pastebin.com/3i0WdLG0 . Please someone help me. This problem doesn't make any sense for me..
You don't have a cv::waitKey() in blackDetection(), so you will crash before you get to the cvWaitKey() in run(). You are jumping to conclusions that result_cropped is "empty".
You have not allocated croppedBlack anywhere, so you will crash on croppedBlack.at<Vec3b>(y,x)[c] =.
Add this at the start of blackDetection() (e.g.):
croppedBlack.create(result_cropped.size(), result_cropped.type());
To make it faster see How to scan images ... with OpenCV : The efficient way
bool ActualRec::blackDetection(Mat& result_cropped)
{
croppedBlack.create(result_cropped.size(), result_cropped.type());
int blackCounter = 0;
for(int y = 0; y < result_cropped.rows; ++y)
{
Vec3b* croppedBlack_row = croppedBlack.ptr<Vec3b>(y);
Vec3b* result_cropped_row = result_cropped.ptr<Vec3b>(y);
for(int x = 0; x < result_cropped.cols; ++x)
{
for(int c = 0; c < 3; ++c)
{
croppedBlack_row[x][c] =
saturate_cast<uchar>(alpha * result_cropped_row[x][c] + beta);
}
}
}
}
Lets say I have 4 images and I want to use these 4 images to animate a character. The 4 images represent the character walking. I want the animation to repeat itself as long as I press the key to move but to stop right when I unpress it. It doesn't need to be SFML specific if you don't know it, just basic theory would really help me.
Thank you.
You may want some simple kind of state machine. When the key is down (see sf::Input's IsKeyDown method), have the character in the "animated" state. When the key is not down, have the character in "not animated" state. Of course, you could always skip having this "state" and just do what I mention below (depending on exactly what you're doing).
Then, if the character is in the "animated" state, get the next "image" (see the next paragraph for more details on that). For example, if you have your images stored in a simple 4 element array, the next image would be at (currentIndex + 1) % ARRAY_SIZE. Depending on what you are doing, you may want to store your image frames in a more sophisticated data structure. If the character is not in the "animated" state, then you wouldn't do any updating here.
If your "4 images" are within the same image file, you can use the sf::Sprite's SetSubRect method to change the portion of the image displayed. If you actually have 4 different images, then you probably would need to use the sf::Sprite's SetImage method to switch the images out.
How would you enforce a framerate so that the animation doesn't happen too quickly?
Hello please see my answer here and accept this post as the best solution.
https://stackoverflow.com/a/52656103/3624674
You need to supply duration per frame and have the total progress be used to step through to the frame.
In the Animation source file do
class Animation {
std::vector<Frame> frames;
double totalLength;
double totalProgress;
sf::Sprite *target;
public:
Animation(sf::Sprite& target) {
this->target = ⌖
totalProgress = 0.0;
}
void addFrame(Frame& frame) {
frames.push_back(std::move(frame));
totalLength += frame.duration;
}
void update(double elapsed) {
// increase the total progress of the animation
totalProgress += elapsed;
// use this progress as a counter. Final frame at progress <= 0
double progress = totalProgress;
for(auto frame : frames) {
progress -= (*frame).duration;
// When progress is <= 0 or we are on the last frame in the list, stop
if (progress <= 0.0 || &(*frame) == &frames.back())
{
target->setTextureRect((*frame).rect);
break; // we found our frame
}
}
};
To stop when you unpress, simply only animate when the key is held
if(isKeyPressed) {
animation.update(elapsed);
}
To support multiple animations for different situations have a boolean for each state
bool isWalking, isJumping, isAttacking;
...
if(isJumping && !isWalking && !isAttacking) {
jumpAnimation.update(elapsed);
} else if(isWalking && !isAttacking) {
walkAnimation.update(elapsed);
} else if(isAttacking) {
attackAnimation.update(elapsed);
}
...
// now check for keyboard presses
if(jumpkeyPressed) { isJumping = true; } else { isJumping false; }