I have asked a similar question in the past but I still can't get my head around this. I am doing an invaders game based on SFML 2.0. So far I have one sprite sheet which runs through using my clock. This part works just fine:
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <iostream>
#include <string>
int spriteWalkSpeed = 10;
int DownspriteWalkSpeed = 5;
int up=-spriteWalkSpeed, down=DownspriteWalkSpeed, left=-spriteWalkSpeed, right=spriteWalkSpeed;
int xVelocity =0, yVelocity=0;
const int SC_WIDTH=800;
const int SC_HEIGHT= 600;
const float REFRESH_RATE =0.01f; //how often we draw the frame in seconds
const double delay=0.1;
const int SPRITEROWS=1; //number of ROWS OF SPRITES
const int SPRITECOLS=2;//number of COLS OF SPRITES
std::string gameOver = "Game Over";
int main()
{
// Create the main window
sf::RenderWindow App (sf::VideoMode(SC_WIDTH, SC_HEIGHT, 32), "Space Invaders!",sf::Style::Close );
// Create a clock for measuring time elapsed
sf::Clock Clock;
//background texture
sf::Texture backGround;
backGround.loadFromFile("images/background.jpg");
sf::Sprite back;
back.setTexture(backGround);
//load the invaders images
sf::Texture invaderTexture;
invaderTexture.loadFromFile("images/invaders.png");
sf::Sprite invadersSprite(invaderTexture);
std::vector<sf::Sprite> invaderSprites(10, sf::Sprite(invaderTexture));
int invadersWidth=invaderTexture.getSize().x;
int invadersHeight=invaderTexture.getSize().y;
int spaceWidth=invadersWidth/SPRITECOLS;
int spaceheight=invadersHeight/SPRITEROWS;
//Sprites
sf::IntRect area(0,0,spaceWidth,spaceheight);
invadersSprite.setTextureRect(area);
invadersSprite.setPosition(30, NULL);
App.setKeyRepeatEnabled(false);
//Collision detection
// Start game loop
while (App.isOpen())
{
// Process events
sf::Event Event;
while (App.pollEvent(Event))
{
// Close window : exit
if (Event.type == sf::Event::Closed)
App.close();
}
// Create an array of 10 sprites (cannot initialise them with textures here)
for (int i = 0; i < 10; i++)
{
invaderSprites[i].setPosition(30,0);
if(Clock.getElapsedTime().asSeconds()>REFRESH_RATE)
{
//carry out updating tasks
static float spriteTimer=0.0; //keep track of sprite time
spriteTimer+=Clock.getElapsedTime().asSeconds();
static int count=0; //keep track of where the sub rect is
if(spriteTimer>delay)
{
invaderSprites[i].setTextureRect(area);
++count;
invaderSprites[i].move(xVelocity, yVelocity);
if(count==SPRITECOLS) //WE HAVE MOVED OFF THE RIGHT OF THE IMAGE
{
area.left=0; //reset texture rect at left
count=0; //reset count
}
else
{
area.left+=spaceWidth; //move texture rect right
}
spriteTimer=0; //we have made one move in the sprite tile - start timing for the next move
}
Clock.restart();
}
App.draw(back);
App.draw(invaderSprites[i]);
// Finally, display the rendered frame on screen
App.display();
}
}
return EXIT_SUCCESS;
}
The issue I am having is that the sprite only shows once, not 10 times (as the for loop states)
std::vector<sf::Sprite> invaderSprites(10, sf::Sprite(invaderTexture));
// Loop over the elements of the vector of sprites
for (int i = 0; i < invaderSprites.size(); i++)
{
invaderSprites[i].setPosition(30, NULL);
}
// Create an array of 10 sprites (cannot initialise them with textures here)
sf::Sprite invaderSprites[10]; // Loop over each sprite, setting their textures
for (int i = 0; i < 10; i++)
{
invaderSprites[i].setTexture(invaderTexture);
}
I am pretty sure it has something to do with the app drawing invadersSprite whereas the loop is setup for invaderSprites. Even just a little insight into what is going wrong would be such a big help.
I am pretty sure it has something to do with the app drawing
invadersSprite whereas the loop is setup for invaderSprites.
Yes, that certainly has something to do with it. You need to call App.draw(...) for each sprite that you want to draw. You're not calling it for any of the sprites in your vector. For that, you would want a loop:
for (int i=0; i<invaderSprites.size(); ++i)
App.draw(invaderSprites[i]);
There are other problems though. For example, why are you declaring an array of sprites called invaderSprites, when you already have a vector of sprites with that same name? The latter hides the former once it is declared.
Another thing is that you are setting all the sprites to the same position, so even if if you do manage to draw them all, they will all be in the same spot, and as such they will not appear as separate objects.
Related
I ran into this problem when I was trying to draw each pixel in the window separately, so here is the simpler version of my problem. When I run this code, the process memory starts to increase rapidly until it reaches 365 MB and stops increasing. Why is this taking up so much memory and what can I do to fix this issue?
#include <SFML/Graphics.hpp>
int main() {
sf::RenderWindow window{ sf::VideoMode{ 1024, 960 }, "Pixels", sf::Style::Close };
while (window.isOpen()) {
sf::Event sfmlEvent;
while (window.pollEvent(sfmlEvent)) {
if (sfmlEvent.type == sf::Event::Closed) {
window.close();
}
}
window.clear();
for (int i = 0; i < window.getSize().x; ++i) {
for (int j = 0; j < window.getSize().y; ++j) {
sf::RectangleShape rect{ { 1.0f, 1.0f } };
rect.setPosition(i, j);
window.draw(rect);
}
}
window.display();
}
return 0;
}
What you are doing is creating a new sf::RectangleShape for every pixel every frame. The sf::RectangleShape class has 4 floating point numbers for the x, y, width, and height. The total amount of rectangles created every frame would be 983,040, and each would consist of four floats, meaning that you are creating close to 4 million floats every frame taking up a TON of memory. I'm not sure what it is your trying to do exactly, but if you want precise control over individual pixels, you should be doing that on the GPU using OpenGL and maybe some shaders.
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.
I have just started working on a 2d game of mine. I'm currently experiencing a problem where I am trying to make some land with a grass block texture by spawning the same sprites multiple times with the same grass texture. However, instead of getting a row of the same texture, I am getting the row being stretched for some reason.
Let me show you:
Normal grass texture:
Current grass output:
This is the code:
#include <iostream>
#include <vector>
#include <random>
#include <SFML/Graphics.hpp>
using namespace std;
using namespace sf;
int main() {
RenderWindow window(VideoMode(1920, 1080), "Treko");
Color bg(0, 205, 255);
Font errorFont;
Texture grass;
Texture dirt;
if (!errorFont.loadFromFile("font/Arial/Arial.ttf")) {
RenderWindow error(VideoMode(600, 500), "Error!");
Text errorText;
errorText.setFont(errorFont);
errorText.setString("Unfortunaetly, we are unable to find Arial.ttf.\nPlease reinstall the application and report the error. Thank you.");
errorText.setCharacterSize(18);
errorText.setFillColor(Color::White);
while (error.isOpen()) {
Event errorEvent;
while (error.pollEvent(errorEvent)) {
if (errorEvent.type == Event::Closed) {
error.close();
}
}
error.clear();
error.draw(errorText);
error.display();
}
}
if (!dirt.loadFromFile("img/Dirt.png")) {
RenderWindow error(VideoMode(600, 500), "Error!");
Text errorText;
errorText.setFont(errorFont);
errorText.setString("Unfortunaetly, we are unable to find Dirt.png.\nPlease reinstall the application and report the error. Thank you.");
errorText.setCharacterSize(18);
while (error.isOpen()) {
Event errorEvent;
while (error.pollEvent(errorEvent)) {
if (errorEvent.type == Event::Closed) {
error.close();
}
}
error.clear();
error.draw(errorText);
error.display();
}
}
if (!grass.loadFromFile("img/Grass.png")) {
RenderWindow error(VideoMode(600, 500), "Error!");
Text errorText;
errorText.setFont(errorFont);
errorText.setString("Unfortunaetly, we are unable to find Grass.png.\nPlease reinstall the application and report the error. Thank you.");
errorText.setCharacterSize(18);
errorText.setFillColor(Color::White);
while (error.isOpen()) {
Event errorEvent;
while (error.pollEvent(errorEvent)) {
if (errorEvent.type == Event::Closed) {
error.close();
}
}
error.clear();
error.draw(errorText);
error.display();
}
}
Sprite grassBlock;
grassBlock.setTexture(grass);
Sprite dirtBlock;
dirtBlock.setTexture(dirt);
vector<Sprite> grassM;
/* This is a work in progress. I'm trying to add height to the land using random y axis generation. Any of you know how to do this it would be great to let me know!
std::uniform_int_distribution<int> randomColorRange(680, 720);
std::random_device rd;
std::mt19937 RandYPos(rd());
*/
//THE PROBLEM PART 1
for (int i = 0; i <= 1918; i++) {
grassBlock.setPosition(Vector2f(i + 1, 690));
grassBlock.setScale(Vector2f(0.5f, 0.5f));
grassM.push_back(Sprite(grassBlock));
}
while (window.isOpen()) {
Event event;
while (window.pollEvent(event)) {
if (event.type == Event::Closed) {
window.close();
}
}
window.clear(bg);
//THE PROBLEM PART 2
for (int i = 0; i < grassM.size(); i++) {
window.draw(grassM[i]);
}
window.display();
}
return 0;
}
If anyone knows how to do this, that would be great!
While I didn't try to run the code, to me it looks like everything is working. Your problem is, that you're just moving the sprites one pixel apart:
grassBlock.setPosition(Vector2f(i + 1, 690));
Since all show the same texture with the same origin, this will result in all the sprites essentially showing the first column of your texture (since the rest is overlapped by the next tile).
While I think you should rework your whole code structure (it feels really messy and I wouldn't recommend to create new SFML windows if you encounter errors, since that might fail as well), all you have to do is move your sprites apart by multiplying the index used for your coordinate by the desired tile width:
grassBlock.setPosition(Vector2f(i * tile_width, 690));
How to animate sprite with this code?I know what i should to add time delay,but how do it? I use array of objects to they's fast changing. or is it an irrational way of animating?
#include <SFML/Graphics.hpp>
#include <iostream>
using namespace std;
sf::RenderWindow window(sf::VideoMode(600, 400), "!!!");
void animation()
{
sf::Texture arrayOfTexture[9];
sf::Sprite imageOfLamp;
arrayOfTexture[0].loadFromFile("1.png");
arrayOfTexture[1].loadFromFile("2.png");
arrayOfTexture[2].loadFromFile("3.png");
arrayOfTexture[3].loadFromFile("4.png");
arrayOfTexture[4].loadFromFile("5.png");
arrayOfTexture[5].loadFromFile("6.png");
arrayOfTexture[6].loadFromFile("7.png");
arrayOfTexture[7].loadFromFile("8.png");
arrayOfTexture[8].loadFromFile("9.png");
for(;;)
{
for(int i= 0;i <=8;i++)
{
imageOfLamp.setTexture(arrayOfTexture[i]);
window.draw(imageOfLamp);
}
for(int i =8;i >=0;i--)
{
imageOfLamp.setTexture(arrayOfTexture[i]);
window.draw(imageOfLamp);
}
}
}
As said in the comments. For the animation you need to capture the time. Or you will not be able to calculate the duration per frame. And you need to store the current frame in a variable. I put some comment in the example code below. It is not a class anymore because I think we need a running code block here.
An alternative is the sprite sheet, see https://www.gamefromscratch.com/post/2015/10/26/SFML-CPP-Tutorial-Spritesheets-and-Animation.aspx I can re-write the answer with the sprite sheet, but I think you wanted to understand the basic mechanism of an animation first. Please indicate so in a comment to my post.
Btw, if you are not used to game loops, have a look on https://gafferongames.com/post/fix_your_timestep/
#include <SFML/Graphics.hpp>
int main(){
sf::RenderWindow renderWindow(sf::VideoMode(800, 600), "Color Animation");
// Duration to control animation speed
int currentFrame = 1;
float duration = float();
sf::Clock clock;
sf::Event event;
sf::Texture arrayOfTexture[9];
arrayOfTexture[0].loadFromFile("1.png");
arrayOfTexture[1].loadFromFile("2.png");
arrayOfTexture[2].loadFromFile("3.png");
arrayOfTexture[3].loadFromFile("4.png");
arrayOfTexture[4].loadFromFile("5.png");
arrayOfTexture[5].loadFromFile("6.png");
arrayOfTexture[6].loadFromFile("7.png");
arrayOfTexture[7].loadFromFile("8.png");
arrayOfTexture[8].loadFromFile("9.png");
// Assign basic texture to sprite
sf::Sprite imageOfLamp;
imageOfLamp.setTexture(arrayOfTexture[0]);
while (renderWindow.isOpen()){
// How much time since last loop?
sf::Time dt = clock.restart();
duration += dt.asSeconds();
while (renderWindow.pollEvent(event)){
//Handle events here
if (event.type == sf::Event::EventType::Closed)
renderWindow.close();
}
// Animation duration per frame (0.1f) reached
if (duration > 0.1f){
// Restart calculation of the duration
duration = 0;
// Loop through the animation frames
if (currentFrame < 9){
currentFrame += 1;
} else {
// Start from first frame if last frame reached
currentFrame = 0;
}
imageOfLamp.setTexture(arrayOfTexture[currentFrame]);
}
// Clear render window and draw sprite
renderWindow.clear(sf::Color::Black);
renderWindow.draw(imageOfLamp);
renderWindow.display();
}
}
At the beginning - sorry for my english (i'm still learning).
I've created a turret which targets player. It works fine but when i'm moving around within the range of tower, turret no longer targets me. Just take a look at this code and run this in your compilator.
int detection (sf::Sprite statek,sf::RectangleShape linia,sf::Texture textstatku)
{
sf::FloatRect rect, rect2;
rect = linia.getGlobalBounds();
rect2 = statek.getGlobalBounds();
if(rect2.intersects(rect))
return 1;
else
return 2;
}
int _tmain(int argc, _TCHAR* argv[])
{
sf::Event evente;
sf::RenderWindow okno ( sf::VideoMode(500,500,32)," TURRET TEST ");
sf::Texture textturreta;
textturreta.loadFromFile ("C:\\Users\\Darono\\C++\\Projekty\\IN PROGGRES\\Single turret\\Debug\\turret.png");
sf::CircleShape turret (20.0,100);
turret.setTexture((sf::Texture *)&textturreta);
turret.setPosition (240,240);
sf::Texture Lufatext;
Lufatext.loadFromFile("C:\\Users\\Darono\\C++\\Projekty\\IN PROGGRES\\Single turret\\Debug\\Lufa.png");
sf::Sprite lufa;
lufa.setTexture(Lufatext);
sf::Texture gracztext;
gracztext.loadFromFile("C:\\Users\\Darono\\C++\\Projekty\\IN PROGGRES\\Single turret\\Debug\\gracz.png");
sf::Sprite gracz(gracztext);
int orginY=turret.getPosition().y+20;
int orginX=turret.getPosition().x+20;
lufa.setPosition(turret.getPosition().x+20,turret.getPosition().y+20);
lufa.setOrigin (2,-20);
sf::RectangleShape liniastrzalu(sf::Vector2f(1,200));
liniastrzalu.setOrigin(0,-20);
liniastrzalu.setPosition(turret.getPosition().x+20,turret.getPosition().y+20);
int a =0;
while (okno.isOpen())
{
if (gracz.getPosition().y >= turret.getPosition().y-240||gracz.getPosition().y <= turret.getPosition().y+280)
{
if (detection(gracz,liniastrzalu,textturreta)== 1)
{
std::cout <<"lol";
}
if (detection(gracz,liniastrzalu,textturreta)==2)
{
lufa.rotate(1);
liniastrzalu.rotate(1);
}
}
while (okno.pollEvent(evente))
{
//lufa obraca się razem z kołem
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
gracz.move(-2,0);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
gracz.move(2,0);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
gracz.move(0,2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
gracz.move(0,-2);
}
}
okno.display();
okno.clear();
okno.draw(turret);
okno.draw(lufa);
okno.draw(gracz);
//okno.draw(liniastrzalu);
}
return 0;
}
You should follow a few best practices:
Your game loop consists of 3 main parts: handling user input, updating your game world and drawing your game world. Although you do this, you have the order mixed up. You seem to update your game world before handling user input.
Drawing in SFML consists of cleaning the surface, drawing and presenting in that order.
okno.clear();
okno.draw(turret);
okno.draw(lufa);
okno.draw(gracz);
okno.display();
Notice how I put the display call to the end.
You don't need to call your detection method twice. Call it once and store the result in a variable, then use that variable.
Fix those things first, because they will cause a lot of problems that may hide your real problem or cause problems when your code is fine.