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How can I set gravity using this code?
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Closed 8 years ago.
I am trying to make a game and am stuck on gravity..... In the following code a rectangle stands for a player and when I press up key it moves in y-axis but when I activate gravity on it (i.e resetting it's previous position) it does not animate (i.e. it does not jumps) instead it just stays in it's position.I know why it it happening. Because it is just staying in its position because when I press Up key it executes the code rectangle.setPosition(0, 350). Yeah I want it to do that but I also want to see my player in movement. I am using SFML library of C++. Please Help!
#include <SFML/Graphics.hpp>
int main(){
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Gravity");
sf::RectangleShape rectangle;
rectangle.setSize(sf::Vector2f(100, 100));
rectangle.setFillColor(sf::Color::Black);
rectangle.setPosition(sf::Vector2f(10, 350));
while(window.isOpen())
{
sf::Event Event;
while(window.pollEvent(Event))
{
if(Event.type == sf::Event::Closed)
{
window.close();
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
rectangle.move(0, -1);
}
if(rectangle.getPosition().y >= 350-1)
{
rectangle.setPosition(0, 350);
}
window.display();
window.clear(sf::Color::Cyan);
window.draw(rectangle);
}
}
Gravity is an acceleration: that is, the double derivative of displacement. So you can't directly set the displacement (as you're currently doing) to get a nice representation of gravity.
An approach would be to create an entity class of your own, adding members for velocity, acceleration; alongside sf::RectangleShape's internal displacement; then have member functions operate on initialization/every frame - a quick & dirty example (untested):
class SomeEntity {
public:
SomeEntity( float x_pos, float y_pos ) : position(x_pos, y_pos) {
m_shape.setSize(sf::Vector2f(100, 100));
m_shape.setFillColor(sf::Color::Black);
m_shape.setPosition(sf::Vector2f(x, y));
// Constants at the moment (initial velocity up, then gravity pulls down)
velocity = sf::Vector2f(0, -30);
acceleration = sf::Vector2f(0, 9.81); //Earth's acceleration
}
void Step() { // TODO: use delta time
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
velocity.y -= 1;
}
velocity.x += acceleration.x;
velocity.y += acceleration.y;
x += velocity.x;
y += velocity.y;
m_shape.setPosition(x, y);
}
void Draw(sf::RenderWindow &window) {
window.draw(m_shape);
}
private:
sf::RectangleShape m_shape;
sf::Vector2f position, velocity, acceleration;
}
Which also means you can rewrite your application so it's a little cleaner:
SomeEntity ent(360, 0);
while(window.isOpen()) {
sf::Event Event;
while(window.pollEvent(Event)) {
if(Event.type == sf::Event::Closed) {
window.close();
}
}
ent.Step();
window.display();
window.clear(sf::Color::Cyan);
ent.Draw();
}
Seeing as you're setting your rectangle to x = 0, y = 350 repeatedly, I'll work under the assumption that that's your 'ground plane'. To achieve that, you just want to check whether the entity is under the ground plane, and reset it's position to the ground plane if it is - either in the entity's 'Step' function or directly in your main loop. In the long run, you might be better off using an entity manager/third party physics engine to do this sort of thing (a la box2D, for example)
You can do something like this instead :
if(rectangle.getPosition().y > 350)
{
rectangle.move(0, 0.01);
}
Related
I'm pretty new with SMFL and C++ for the moment and I've got stuck while I was creating very simple physics simulator with balls.
Its my main.cpp:
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Window/Event.hpp>
#include "ball.hpp"
int main()
{
/*create window settings*/
sf::ContextSettings settings;
/*create window*/
sf::RenderWindow window;
window.create(sf::VideoMode(600, 600), "Simple Physics", sf::Style::Default, settings);
/*create ball(s)*/
Ball ball;
/*Main loop*/
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear(sf::Color::Black);
// call ball.update(); and ball.draw();
balls.update();
balls.draw(window);
window.display();
}
}
And ball.hpp :
#include <SFML/Graphics/CircleShape.hpp>
class Ball
{
public:
int minXY = 0;
int maxXY = 600;
int ballRadius = rand() % 50 + 5;
int random = rand() % maxXY + 1; //random XY position
// vector for positions
//sf::Vector2f pos{random, random}; -> I Guess this should be included into loop
sf::Vector2f pos{100, 300};
// vector for velocity
sf::Vector2f vel{ 0.1, 0.1 };
void update()
{
// factors influence velocity
// update position based on velocity
pos.x += vel.x;
pos.y += vel.y;
if (pos.x + ballRadius*2 > maxXY || pos.x < minXY) vel.x = -vel.x; //boundary cond
if (pos.y + ballRadius*2 > maxXY || pos.y < minXY) vel.y = -vel.y; //boundary cond
}
void draw(sf::RenderWindow& window)
{
// draw ball to the window using position vector
sf::CircleShape circle(ballRadius);
circle.setPosition(pos.x, pos.y);
circle.setFillColor(sf::Color::White);
window.draw(circle);
}
};
Now, I want to draw multiple cirlcles, with random size, velocity and colors.
They should bounce on collision, i've got some ideas for that but can't really try them without multiple balls.
I've tried to make it with simple for loop, but it's not working.
After reading and watching many tutorials I'm still in this point so it would be great if somebody can help me up with ANY working example or some improvements to my code.
I will not give you working example but I think I can point you in the right direction:
You need some kind of Constructor for your Ball class, and given the example you should probably learn more about classes in general (for example here).
Then you should store balls you spawn from main loop in some kind of container. If you do know the number of balls you want to spawn std::array should be you choice, otherwise std::vector is the way to go.
You need some function to check collisions, static member function of Ball class should do the trick.
I'm making a robot arm which moves around a graph but when I try to rotate a shape with my keyboard it rotates infinetly: I want it to rotate just one time when I press the right arrow. How can I solve this?
Transform transform;
while (window.isOpen())
{
Event event;
while (window.pollEvent(event))
{
if (event.type == Event::Closed)
window.close();
}
if (event.type == Event::KeyPressed)
{
switch (event.key.code)
{
case Keyboard::Right:
ang += 1;
}
}
window.clear(Color::White);
window.draw(braccio, transform);
transform.rotate(ang, WIDTH / 2, HEIGHT / 2);
window.draw(assi);
window.display();
}
Right now, this line
transform.rotate(ang, WIDTH / 2, HEIGHT / 2);
Is called on every frame of your program because it's in the main loop, that runs constantly. If you want it to happen only while your game detects some input, put it inside your event polling, like so:
while (window.pollEvent(event))
{
// Do your event handling in here, input, etc.
if (event.type == Event::Closed)
window.close();
// This event case should also be inside here.
if (event.type == Event::KeyPressed)
{
switch (event.key.code)
{
case Keyboard::Right:
transform.rotate(ang, WIDTH / 2, HEIGHT / 2);
break;
}
}
}
Otherwise your arm will continue to rotate indefinitely.
EDIT: Thanks #alseether for pointing out that the Transform::rotate function adds the angle to the shape's current rotation. So incrementing ang each time will gradually make the shape rotate faster and faster... If you don't want this to happen just set ang to a constant value and it will rotate the cube at a constant rate.
I've been trying to update enemy sprites in my game by creating a vector of pointers to enemy objects and then using an update function to animate the sprites belonging to the objects. Although the enemy sprites are displayed on the screen, they won't get updated so they look as though they're frozen.
Here's how I've written my code:
#include<iostream>
#include<SFML/Graphics.hpp>
#include<math.h>
#include<vector>
#include<cstdlib>
#include "Enemy.h"
sf::RenderWindow window(sf::VideoMode(1920, 1080), "Zombie game", sf::Style::Default);
std::vector<Enemy*>enemies;
int main()
{
window.setFramerateLimit(60);
sf::Clock clock;
Enemy *enemy = new Enemy();
enemy->init("Assets/graphics/zombieSpriteSheetWalk.png", 4, 1.0f, sf::Vector2f(200.0f, 200.0f), sf::Vector2i(100, 107));
enemies.push_back(enemy);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape) window.close();
}
sf::Time dt = clock.restart();
for (int i = 0; i < enemies.size(); i++)
{
Enemy *enemy = enemies[i];
enemy->update(dt.asSeconds());
}
window.clear();
for (Enemy* enemy : enemies) window.draw(enemy->getSprite());
window.display();
}
return 0;
}
Enemy.h file:
#pragma once
#include<SFML/Graphics.hpp>
#include <iostream>
class Enemy
{
public:
Enemy();
~Enemy();
void init(std::string textureName, int frameCount, float animDuration, sf::Vector2f position, sf::Vector2i spriteSize);
void update(float dt);
sf::Sprite& getSprite();
void test();
private:
sf::Texture m_texture;
sf::Sprite m_sprite;
sf::Vector2f m_position;
int m_frameCount; //no. of frames in animation
float m_animDuration; //How long animation lasts (speed)
float m_elapsedTime; //keeps track of how long game has been running
sf::Vector2i m_spriteSize; //Size of each frame
};
Enemy.cpp file:
#include "Enemy.h"
Enemy::Enemy()
{
}
Enemy::~Enemy()
{
}
void Enemy::init(std::string textureName, int frameCount, float animDuration, sf::Vector2f position, sf::Vector2i spriteSize)
{
m_position = position;
m_frameCount = frameCount;
m_animDuration = animDuration;
m_spriteSize = spriteSize;
m_texture.loadFromFile(textureName.c_str());
m_sprite.setTexture(m_texture);
m_sprite.setTextureRect(sf::IntRect(0, 0, m_spriteSize.x, m_spriteSize.y));//sets which part of sprite sheet we want to display
m_sprite.setPosition(m_position);
m_sprite.setOrigin((m_texture.getSize().x / frameCount) - 25.0f, m_texture.getSize().y / 2);
}
void Enemy::update(float dt)
{
m_elapsedTime += dt;
int animFrame = static_cast<int>((m_elapsedTime / m_animDuration) * m_frameCount) % m_frameCount; //calculates current animation frame number. static_class converts float to int
m_sprite.setTextureRect(sf::IntRect(animFrame * m_spriteSize.x, 0, m_spriteSize.x, m_spriteSize.y)); //updates part of sprite sheet to be displayed
}
sf::Sprite& Enemy::getSprite()
{
return m_sprite;
}
You're always at time 0
From the SFML Clock header:
////////////////////////////////////////////////////////////
/// \brief Restart the clock
///
/// This function puts the time counter back to zero.
/// It also returns the time elapsed since the clock was started.
///
/// \return Time elapsed
///
////////////////////////////////////////////////////////////
Time restart();
Possible Fix
Use sf::Clock for dt instead of sf::Time and move it out of the event loop (you want it to accumulate as the program runs, not reset to 0 every time through.
Replace:
enemy->update(dt.asSeconds());
with
enemy->update(dt.getElapsedTime());
More Notes
I'm making some assumptions in this answer of types because your example was incomplete. One big omission you made was not including the class Enemy definition (especially the types of the member variables).
Based on the definition of Enemy::init, I would assume it would contain the following:
class Enemy
{
float m_elapsedTime;
float m_animDuration;
int m_frameCount;
...
However, those definitions result in the following compilation error in your version of Enemy::update:
enemy.cpp: In member function ‘void Enemy::update(float)’:
enemy.cpp:14:88: error: invalid operands of types ‘float’ and ‘int’ to binary ‘operator%’
int animFrame = static_cast<int>(((m_elapsedTime / m_animDuration) * m_frameCount) % m_frameCount);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~
floats
You don't want to run animations that are a function of game time if game time is a float. The reason why not is that floating point numbers have different precision in different value ranges, the closer the number is to 0, the more precision you have, and the farther you are from 0, the less precision you have. This means that as game time progresses, your animations will not run at a constant rate (they will appear to be choppy, inconsistent, not smooth after enough time has elapsed).
A better approach would be to have an wrapping animation counter that adds the delta times and then wraps back to zero (or perhaps wraps back to 0 + some remainder, perhaps using a function like fmod). This will make sure your animation frame rate is consistent for the entire duration of the game.
Hey Guys I'm a Beginner in Game Development with C++ and Sfml I Wrote this code to make that purple Object move,but the problem is that it doesn't move smoothly, it's like the text input, How to fix That ?
Here Is My code :
#include <SFML/Graphics.hpp>
int main()
{
sf::ContextSettings settings;
settings.antialiasingLevel = 12;
sf::RenderWindow window(sf::VideoMode(640, 480), "Ala Eddine", sf::Style::Default, settings);
sf::CircleShape player(20, 5);
player.setFillColor(sf::Color(150, 70, 250));
player.setOutlineThickness(4);
player.setOutlineColor(sf::Color(100, 50, 250));
player.setPosition(200, 200);
while(window.isOpen())
{
sf::Event event;
while(window.pollEvent(event))
{
if(event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
window.close();
}
//MOOVING PLAYER////////////////////////////////////////
// moving our player to the right //
if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)){ //
//
//
player.move(3, 0);
}
// moving our player to the left
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Q)){
player.move(-3, 0);
}
// moving our player to the UP
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Z)){
player.move(0, -3);
}
// moving our player to DOWN
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)){
player.move(0, 3);
}
}
window.clear();
window.draw(player);
window.display();
}
return 0;
}
I assume your player.move() method simply adds the offset to the player position. This means that your object will always move with the same constant velocity (assuming frame rate is constant). What you want instead is to have an acceleration which updates the velocity in every frame.
Here's the basic idea (for one direction; the y direction will work accordingly, although using vectors would be better):
Give your object both a velocity and an acceleration.
If a key is held down, set the acceleration to a constant term, otherwise set it to zero.
In every frame, add timestep * acceleration to the velocity.
In every frame, add timestep * velocity to the object position.
In every frame, multiply the velocity with some decay factor, say 0.99.
This is assuming you have a fixed timestep (say, 1/60 s for 60 fps). Timestepping is slightly more advanced, and I'll refer you to this article on the topic.
So recently, I have begun using SFML to make games in Visual Studio.
After setting everything up, and writing some sample code, I devised this:
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(600, 600), "Move the Shape");
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;
}
The program produces the following result:
How do I place the circle in the center? I want to set up some code after that lets the user move the circle with the keyboard's arrow keys, so I need the circle in the center.
You need to set the position of shape with shape.setPosition(x, y). You know the width and height of the window (600px each way), and you know the radius of the circle (100px), so you can calculate the x and y that the circle needs to be moved to be centered. I'll leave that as an exercise for you.
You may also want to consider setting the origin of your circle so that you can position it by its center point (see setOrigin).
Actually, I've answered my own question. To set the position of an item, write:
shape.setPosition(x, y);
If you want to center a circle you can do something like this
circle.setPosition((window.getSize().x / 2.f) - circle.getRadius(), (window.getSize().y / 2.f) - circle.getRadius());
First, you should set the origin of the circle in the middle of it:
circle.setOrigin( circle.getRadius() / 2 , circle.getRadius() / 2 );
The, just move the center of the circle in the middle of the scree:
circle.setPosition( window.getSize().x / 2 , window.getSize().y / 2 );