I've populate that will a bunch of 1's and 0's. The 1 represents a wall, and a 0 is dirt.
I'm looking for a way to clean up my blank spaces outside of my walls. Any algorithm I can use to identify these big areas and replace them with a '1'
for (int y = 1; y < map.GetLength(1) - 1; y++) {
for (int x = 1; x < map.GetLength(0) - 1; x++) {
// Inside here is where I was hoping to archive my work
bool draw = true;
foreach (Room room in rooms)
[Code] ....
Attached is an example of my output.As you will be able to see, there is a lot of brown. I want to fill the brown with walls, but leave space for a path between the rooms.The 'draw' bool is true when I'm outside of a room, just so I don't start throwing walls inside my room.
Example of what the array would look like (for those who don't know)
So I have a text file named test.txt on the root of my c:/drive.
I finally managed to arrays working and reading into them, but when I started looking at the data in the array I noticed that stringstream was not "grabbing" a specified space. LINES 83-88
The text file contains the following (note that there is an intentional space after the first word):
I ' m s o r 0 y 4 D a v e , 5 12 12 12 3 7 f 11 2 i d 5 8 1 c 5 n 10 t 5 7 17 2 3 h 7 2 .
I need that space to be caught in the steam, there will always be only one space after a various first word, but I need it in my array and stringstream doesn't catch it.
if you need to run it, just copy the text to a file named c:/test.txt
When you run the code, you will see after the 3rd iteration it skips the space, is there a way to change this, so I can focus on the decryption algorithm??
this is the code I tried in my code block 10.05.....tried code for removing all white space from a line of a txt file. this is my code it runs but i cant get the result i need.
I'm doing a project that takes in a input file with Quarterback statistics. It has their name, team, completions, sacks, touchdowns, etc. It has 16 different variables in all (17 if you count first/last name as two). So I'm trying to read them and I can't figure out how to jump to the new line after it's read the file and put the information in the variables I've created.
That's the program I've written. The loop keeps displaying the first line of the file over and over. How can I get it to go to the second line, then the third, then fourth, etc? I need it to display all the lines of the file until it reaches the end of the file.
Write a program that opens a file and counts the whitespace-separated words in that file.?
My code that i wrote for this example is as follows...
#include <iostream> using namespace std; #include <iostream> #include <string> #include <fstream> int main() { string filename = "Question 1.cpp"; // File name goes in here
int main() { string filename = "Question 1.cpp"; // File name goes in here
[Code] ....
Now I am not sure if im suppose to get a msg saying : The file "Question 1.cpp" has 0 words.
im wondering is the question that im being asked, asking me to input a string of words and then the compiler when it builds and runs the program counts the word spaces.?
I am creating a 2d tile map game currently and I am trying to find a moderate way of saving and loading it through a text file and fstream.h. I am doing the saving by integers as well. What is difficult for me to understand is how integers save and load. Per line perhaps? I am just not sure about this.
how to replace tiles within a map. My map data is in a .map file and I'm wondering how I can manipulate it to change the tiles.For example, If i kill an enemy, I would want his sprite to go away. I need to know how to do this. I also need to know how to have collisions work. At the moment I have a system where it checks if the tile in a certain direction (based on whatever arrow-key I press) is a certain tile by using its variable name TILE_TILENAME. I'm likely not doing this right, as collisions do not work, but the game still runs fine.
Here is some of my code;
//The tile class Tile { private: //The attributes of the tile
Im supose to use <>bool removeTile(char, int, int, char[])<> to do this "function that takes in the choice (D or S) and the two dice numbers and the board as input arguments. When the move is legal and the tile is available for removal, it removes the tile according to the choice by marking the tile as ‘X’. Returns true if the move is successful."
I have been writing a fairly simple turn based rpg game in c++ and at the moment it has a 2d integer array for the map, which I can display using periods for the blank areas and letters for the various people in the game, and I am trying to figure out how to upgrade to a tile based display.
I'm still working on my Project and the next Problem has occured: How do I detect collisions on a tilebased map? My tiles are 16x16 and the map is based on the tutorial of [URL] ..... I really like this Approach because I can define for each tile of what type it should be (so a earth tile can be walkable and lead to a secret passage).
The first Number stands for what Kind of tile it should be (e.g. Grass, Earth, Water, Blank,...) and the number after ":" stands for the type of the tile (e.g. solid, walkable, do dmg to the Player,...).
e.g. 0:0 0:0 0:0 0:0 0:0 //No tile and walkable 0:0 0:0 0:0 0:0 0:0 0:0 0:0 0:0 0:0 0:0 1:1 1:1 1:1 1:1 1:1 //Grass tile and solid 2:1 2:1 2:1 2:1 2:1 //Earth tile and solid
It's working just fine with loading the Images, but i've got no clue about the collision. I've already read a lot of stuff on the Internet but I don't get how to Combine it the structure from above. For example lazyfoo describes the collision with one object like one wall. So how can I check the Player Position with each tile?
For now there's no camera, but I plan to implement one later...
I am working on image processing in C + + and opencv, I treat images in grayscale, ie the pixel values it must be between 0 (black) to 255 (white).
Mat img; img = imread (file, -1); for ( int i = 0; i < img. rows ; i ++) { for ( int j = 0; j < img. cols ; j ++) { val_pixel=img.at < double >(i,j); printf( "%d ",val_pixel); } printf( " "); }
when displaying the pixel value from two loop, I get values to 0 and it is normal for propablement black areas, but for whites I find the value -2147483648. I don't understand why this value is not 255.Is there an explanation for this has value.
Basically I have an tile class with the following variables: x, y, texture, and solid. I have created an array called tile MAP[map_tiles_x][map_tiles_y]. The object of the following snip-it of code is to loop through all of the tiles in the map placing their default values in each. For some reason this code does not work as planned, but in theory shouldn't it? I cannot see why it doesn't work. (BTW I do plan on open sourcing this map editor.
I don't know why, but textures in OpenGL are white. One day, I must've change something, and now my textures wont load properly. I tried rewriting my code that loads things multiple times, my textures still are white. Here is my code:
(I switched back to the FF pipeline temporarily, in my other projects I use shaders.)
I should reduce the number of bitmaps I used in my code. I translated my particle engine into code that could be compiled as plain standard C
Currently, the code has a segmentation fault somewhere that I can't figure out. How it should function is that it takes orders from a queue for new lasers to store the instances in a linked list. It then takes that data and updates its coordinates, one node at a time. The first node should also be the first node to complete its life, so it gets removed, and the list is set to the next node in memory. If there are no more nodes left, a if-statement should catch it and either break the current loop, or wait for more items to be requested. If there are nodes left, the process will continue to remove the first node in the list until there are none left. Obviously this is not quite how it works. When I tested in once in SDL, the laser would update every 5 frames, but wasn't shown constantly, and would crash after the node was to be disposed of. When I initialize with the SDL parachute, it would exit before I event saw the screen. Also, the code I translated to standard C will display that the laser has been updated to the screen, but it never says that it has moved up. It crashes after about 4 printf() statments execute. My debugger has been giving me mixed SIGTRAPS, and "nothing is wrong" output. Here is the code in standard C:
So I tried to make a tile map function to display my map as tiles. I keep getting unresolved external symbol errors, I've included the header file, and used every declaration in it, but to be completely honest this is mostly just a try to see if I could do it, and so far I'm failing. So if you can see why I'm getting the error.
as i am doing an encryption program on a playfair cipher. I am now stuck on a problem on decryption.If my string is helloworld (without a space), it will decrypt normally.However , if my string has a space in between it. Let`s say Hello World, it will not decrypt normally.How do i take into account the space that is in between hello & world?
im trying to write a program for class that when it reads it, it corrects all the spacing and capitalization. so for example, the phrase "the quick bRown fox jumped over the lazy dog" would be converted by the program to "The quick brown fox jumped over the lazy dog"
here is my code:
#include <iostream> #include <string> using namespace std;
[Code].....
i click run in xcode, but something goes wrong. the build succeeds but in the output screen it says (11db)
it occupied too much memory,i wanted to clear them(both outer map and inner map) ,some one told me you just need to call m_mapRISCP.clear(),then the mapSection (inner map) will be cleared automaticly,in other words, m_mapRISCP.clear() will clear both outer map and inner map.
I have an assignment where i have to make a palindrome program. As you can see i have already done the basic palindrome prog, however i am now stuck since the program goes into a infinite loop whenever a word with whitespaces is added.
I have also tried searching for methods online however they do not seem to work for me...
void CPali::check() { length = strlen(palin); for (int i = 0, p = length-1; p>i; i++, p--) { if (palin[i] == ' ')
I have a one simple question :D. I want to output to the console some symbols. Let's say that i have a loop.
for(int i = 0; i < 10; i++) cou << "* ";
Then I want to output other symbols but I want to overwrite the previous symbols. I know I can use system("cls"); but it blinks if I try to output the same characters. For example if I have:
for(int i = 0; i < 10; i++) cou << "* "; system("cls"); for(int i = 0; i < 10; i++) cou << "* ";
After I run this code the first loop outputs ten "*". Then there is a blink and there are again ten "*" shown. How can I avoid this blink?