C++ :: For Loop Theory For Tile Map Editing Program
Jul 10, 2013
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.
We are making a program--but every time we input a value for scanf, the following for loop does not work and the program quits without displaying the for loop's function. We are not getting any errors.
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'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)
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.
I'm trying to edit an image by multiplying the red component of each pixel by 10 and leaving the other components (green and blue) untouched. I'm not really sure how I'm supposed to edit the pixels one by one. I have this so far. I think there is something wrong with my ppm header as well. Is there a way to make a ppm header without specifying the bounds so that it conforms to the image you are putting in?
Basically what I am looking for is a way to get a block memory, copy it into ram in a format along the line of bit[#], replace the original with a new code that may or may not be the same size(they will be something to ensure does not try to save a fraction of a byte).
Is there an easy way to do this or do I just need to read work from a bin file?
I have this function that takes the collision location from an object then creates a new object for particle effects.
This is one of the functions that is called when creating the particle,void Particles_Create(i32 iID, Vec3 &vecPos, i32 ProjectileType, i32 iNumberOfParticles, float fSpread, float fGrowSpeed, float fMaxSpeed, float fMaxSize, float fParticleTime);
I want to be able to change the "Vec3 &vecPos" variable, when I define the variable that goes into the function I've defined it as: "Vec3 vecPos;" if I define it as "Vec3 vecPos(float fvx,float fvy,float fvz);" the variable cant be fed into the function.
I cant change my function because its used elsewhere but I want to be able to change the x,y and z elements inside the Vec3 vecPos variable. How without redefining it as Vec3 vecPos(float fvx,float fvy,float fvz);
I have tried googling, so, reddit, irc, and various other forums. Anyways, I am writing a todo list app in c. It generates an xml tree that looks something like this: [URL]... . The problem where I am struggling, is in the function todo_complete, I try to make the attribute of an item switch from false to true. it does it without error, but I can't make it stay that way. here is the code: [URL]...
I have a button that opens a file dialog box so that a user can pick a file. I only need it for the path and file name to be passed to another program. I do not want to open the file or care about its contents. I just want the name and path.
The problem is that as long as the program is running the file that the user picked is locked for editing. Adding the Dispose() had no affect. Multiselect and ReadOnlyChecked have no affect. Only closing the application frees the file.
I have a char correctAns[100] which is empty when initialized. i want to make it hold a different string for each section, so i can use strcmp to compare the correctAns to the answer given by user. here is code
#include <stdio.h> #include <string.h> int main() { char answer[100]; int checkAns; char correctAns[100] , incorrectAns[100];
I'm trying to create a program for my wife to be able to browser through and edit folders and specifically word documents- really just a shiny organization tool without having to open up Word. I'll be integrating other functions into this program but Word is what I'm worried about.
At the moment I've been able to create a file browser with the ability to add and remove files within the main directory of the program. Basically just C:Users\%user%mainDirdata*
Within the data folder I have the main folders which will be displayed as tabs across the top and then any subfolders of the main folders will be displayed on the left side after you click on the main tab.
[URL]
I'd need the toolbars to be integrated into the program across the top and then a window that changes depending on the document selected on the left side based on the content of the word document located in that folder. I haven't been able to find anything online and I'm not really able to spend $800 on the alternates that look like they just do automation as well.
I am trying to write a program that will read the id3v1 tag of an mp3 file, output the current information, and then allow the user to edit the ID3 tag. I can get it to output the information but I'm having some issues getting it to edit correctly. It seems to try to edit the wrong fields.
#include <iostream> #include <fstream> using namespace std; int main(){ int end; ifstream myInputFile; myInputFile.open("01-Cheeseburger in Paradise.mp3", ios::in);
I have a .dll file that is used by some kind of launcher. Now the .dll file has some kind of timer on it and after that set of time it wont let me use it, how i can edit that out of a .dll?
I'm using windows forms and I have a parent dialog box that consists of a text box and a drop-down that launches a child dialog box. The child takes user input and then prints dialog to the text box in the parent. However, the output does not appear in the text box until I close the child.
Now my question is, how do I get the text to appear without closing the child? I hit a button to send the info to the text box, but it still doesn't appear until the child closes. I also need to set up a button to suspend the child so that the user can click/copy/etc the parent.
i have this program that i am undertaking.....this project needs to store customer details, edit them and delete them...now i am facing the problem of deriving a code to edit those details...
MY CODE
HTML Code: #include <fstream> #include <iostream> #include <string> using namespace std; int main () { int choice [1]; string name;
You are requested to create an inventory control application for a drink stall (give a name to the stall). The application is used to show the list of drinks the stall sells, how many of each item on‐hand and the cost of each item. The records are to be saved and retrieved to/from a binary file called “drinks.txt”. For each drink in the stall, your program is to keep the information as a Record Structure called DrinkRecord. The structure should at least consist of the following:
(1) Item Number (2) Item Name (3) Quantity (4) Unit Price
Your application should have the following features: (a) Display a drink information (b) Add a new drink information (c) Update a new drink information (d) Delete a drink information (e) Display all drink information
Everything works fine with minor issues, but I'm having trouble with the editing function. I need to be able to search for a specific drink then be able to edit its contents and print the new contents to the file. I have not created a structure yet. I will do that as soon as possible.