C++ :: 2D Sprite Shakes While Being Followed By Camera
Jan 28, 2013
I'm making my view follow around my players ship, so it is always in the center, however at any angle other than 0/90/180/270 the player sprite starts shaking, more so when speed is increased and when the angle is closer to 45/135/225/315
I'm using SFML2, I would take a screenshot but it only captures one frame, which doesn't actually show it shaking.
void ViewFollowPlayer(sf::View& View, sf::RenderWindow& Window, double Delta)
{
double pSpeed = Player.getSpeed();
[Code].....
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Jan 20, 2015
Still working with SDL2 and c++ my map collision is messed up since I implemented my Camera.
I do understand that everything has a relative Position on the Screen, depending on the camera.
Problem No. 1: The camera is not moving as fast as the Player, despite having the absolutly same velocity (4/-4)??? How can this be O_o
Problem No. 2: My tile collision is totally messed now. Probably its because of the difference between the Player Position and the camera :/ So if you can solve Problem no. 1, Problem number 2 might work out on its own :)
I will upload the code to github [URL] .....
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Feb 27, 2013
How to to interface my digital camera or webcam with the c++ so that the camera can capture continuously when the camera or webcam detect a badminton shuttlecock. I am using Dev C++.
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Feb 1, 2013
I am doing a project, which requires me to create a program which would calibrate the camera. The code is below.
#include<opencvcv.h>
#include<opencvhighgui.h>
#include<stdlib.h>
#include<stdio.h>
#include<vector>
using namespace cv;
int main() {
int numBoards = 0;
[Code] ....
I am a beginner to opencv.
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May 5, 2013
I plan on creating a desktop application that utilizes external hardware such as cameras and scanners and captures pictures and scans for use within the application. Is using straight C++ the way to go, or would a mixture between C++ and C# be beneficial? (I heard they can be used in conjunction but is it more hassle than benefit?)
Is GUI development any better in one language over the other? I am hoping to be able to choose a language with less installation requirements for the end user.
I understand that certain requirements are placed on the end users computer depending on what you are developing with (I would be using Visual Studio 2012).
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Dec 10, 2013
So this is my first try animating on my own, without a reference right in front of me. It's not working, I did check some of the projects I've made in the past, but for one those were done with Allegro, and really it should be able to move over to SFML quite easily, but it's not. It does display on the window in the correct place, but there are 3 pictures in the file and I want it to cycle through them, but it shows all three at the same time, and it only works once. if I press space a second time, only one of the pictures shows up, and it doesn't cycle at all. Here is my .cpp file :
#include "headers.h"
#include "SwordSprite.h"
int top = 0;
int left = 88;
int right = 132;
int bottom = 35;
SwordSprite::SwordSprite() {
[Code] .....
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Jan 13, 2015
how I want my sprite movement to work: if my sprite is faced upwards and i press W, it will move up. If my sprite is faced to the right and i press W, it will go right. etc. // It doesn't work like that right now and how to do it.The sprite's rotation works fine.
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
playerSprite.rotate(-0.08 * dt);
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
playerSprite.rotate(0.08 * dt);
[code]....
My question is how do I move the character depending on the rotation?
Also, you might see the "if(havePlayersCollided == false) {playerSprite.move(yadiyada)}" . yes i dont need the haveplayerscollided function because it doesnt work the way I want it to. I might make a thread for it in the future, but right now I need to get the rotation movement fixed before I move onto the collision detection between players.
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Oct 10, 2013
Is there a way to make an object rotate until it looks at the sprite?
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Jun 8, 2013
So I have a small game I'm making using OOP principles, I know it's a little bit of overkill but it's just for educational purposes. I have a sprite character that can be moved around with no problems, but I made a sword for him as a separate sprite that doesn't follow him. The sword sprite is supposed to cover his arm and his body as it swings, but it just stays in the upper left corner.
I messed around with the initialization of the sword in the main.cpp and I changed in sword.cpp and sword.h and it still is showing up in the same place. I even looked at the GetX() and GetY() statements I made and they seemed to work fine and when I debugged it, the variable values showed up correctly, but the sword doesn't move.
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Sep 7, 2014
I have a question about SDL and drawing sprites (SDL surfaces). My idea is that the user can create a wall of separate sprites by create one sprite each time in the current mouseX and mouseY position, when the user push down the e-key. The problem is that I have no idea how I could draw the same sprite multiple times without to delete the previous one.
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Feb 7, 2015
I'm making a 2D rpg game, but I have some problem with the sprite movement. The sprite movement feels choppy. That's because I move the sprite 5 pixels per seconds. I now that I need somthing that have to do with SDL_getTicks and deltatime, but I dont know how to use/implement it.
Here is a little part of my code:
float spriteDstY;
float spriteDstX;
float speed = 5;
while(SDL_PollEvent(&event)!= 0) {
if (event.type == SDL_QUIT)
[Code] ....
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Nov 30, 2014
I'm trying to get smooth sprite movement in SDL by using delta time. The way I'm calculating it is
long last = 0;
float deltaTime = 0.0;
...
long now = SDL_GetTicks();
//deltatime is in seconds
if (now > last) {
deltaTime = ((float)(now - last)) / 1000;
last = now;
}
And I'm updating the sprite like this:
virtual void update(float deltaTime) {
float dx = 100*deltaTime;
transform->position.x += dx;
}
But the movement is still noticeably jerky. Also, if I'm correct, my sprite should move 100 pixels to the right every second using this method, so it should take the sprite 8 seconds to reach the end of my window, since it's 800 pixels wide, but it takes it way longer than that. In other words the delta time I'm calculating can't be correct. Am I doing something horribly wrong? I'm guessing it has something to do with rounding, but I'm not sure.
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May 8, 2014
How can I draw a sprite/graphic on the window of an third party application? E.g. I want to draw a graphic beneath each tab of Firefox for additional information. The position of the sprite needs to be relativ to the position of firefox, so if you move firefox, the sprite moves with it.
The solution needs to work on mac and pc. So I'll use a crossplatform framework like c++ boost or something.
Of course I can get the position and then just redraw it. But what's the best way to draw it?
Just found a tool which does what I need. Basically a HUD like this: [URL] .... The boxes with the numbers are what I need.
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