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.
void init_map(){
for (int tile_y; tile_y < map_tiles_y; tile_y++){
for (int tile_x; tile_x < map_tiles_x; tile_x++){
MAP[tile_x][tile_y].x = tile_x * tile_size;
MAP[tile_x][tile_y].y = tile_y * tile_size;
MAP[tile_x][tile_y].solid = false;
std::cout << MAP[tile_x][tile_y].x << ", " << MAP[tile_x][tile_y].y;
} }
I should also add the effect of the code. Basically it only sets the default coordinates for the first object :/.
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Jun 6, 2013
void create_map(){
int x = 0;
int y = 0;
while (y >= 15) {
game_map[x][y].pos_x = x * tile_size;
game_map[x][y].pos_y = y * tile_size;
Objective of the code: to loop through all tiles in the game, setting their X and Y coordinates.
It just doesn't do anything at all. No error message.
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Oct 13, 2014
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.
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Nov 13, 2014
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.
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Mar 26, 2014
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
[Code]....
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Aug 15, 2014
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."
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Apr 10, 2013
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.
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Oct 14, 2014
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'm trying to make a 2D platformer
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Mar 14, 2015
I've got myself a 2d array
int[,] map = new int[100,100];
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)
int[,] map = new int[100,100]
{
{0,1,1,1,1,1,0},
{0,1,0,0,0,1,0},
{0,1,0,0,0,1,0},
{0,1,0,0,0,1,0},
{0,1,0,0,0,1,0},
{0,1,1,1,1,1,0},
};
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Aug 27, 2013
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:
Code:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define MAX_LASER_QUEUE 10
}
[code]....
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Nov 7, 2013
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.
header tileMap.h:
#include<SFML/Graphics.hpp>
#include<iostream>
#include<fstream>
#include<string>
#include<cctype>
#include<vector>
class tileMap{
[Code] .....
output message:
1234567891011121314
1
1> main.cpp
1>c:users wiggystardustdocumentsvisual studio 2010projects ilemapenginemain.cpp(21): warning C4018: '<' : signed/unsigned mismatch
[Code] ....
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Mar 13, 2014
I'm making a simple tile-based RPG and I've run into a bit of trouble when I put my code into classes.
Heres my main
#include <iostream>
#include "windows.h"
#include "math.h"
#include "time.h"
#include <string>
#include "Goblin.h"
#include "User.h"
#include "Inventory.h"
#include "Maps.h"
using namespace std;
void treasureGet();
[Code] ....
My other 3 classes have the same structure and the same error for all their functions.
This is the exact Error
undefined reference to `Goblin::goblinBattle()'|
undefined reference to `Goblin::goblinBattle()'|
undefined reference to `Goblin::goblinBattle()'|
undefined reference to `Goblin::goblinBattle()'|
undefined reference to `Inventory::inventoryOpen()'|
undefined reference to `Goblin::Goblin()'|
undefined reference to `User::User()'|
undefined reference to `Inventory::Inventory()'|
undefined reference to `Maps::Maps()'|
||=== Build finished: 9 errors, 29 warnings (0 minutes, 0 seconds) ===|
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Jan 2, 2014
I have a problem editing a text file in c
Code:
#include <stdio.h>#include <stdlib.h>
#include <string.h>
typedef struct
{
char *name;
float gpa;
[Code] ....
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Mar 10, 2014
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?
Code:
#include <stdlib.h>
#include <stdio.h>
#define PICTURE_FILE 1
#define MIN_ARGS 2
#define h 768
#define w 1024
void solve(FILE *in_picture, FILE *out_picture)
[Code] .....
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Apr 16, 2013
Well,i hav a question requiring me to edit sales achieved by an employee for a particular month.
I'm having a dat.file which following format
Employee ID
Name
Sales(for a year)
For example
A00001
Harlem Shake
10.00 20.00 30.00 40.00 50.00 60.00 70.00 80.00 90.00 100.00 110.00 120.00
Wad I wanna is TO EDIT only the sales for July which is 70.00 to a new amount with other months remain intact.
I need to search particular id which will then link to their respective sales.
ofstream outFile;
string empID;
cout<<"Please Enter Employee ID:
[Code] ....
I tried to run myself before.But I could only create a new line instead of replacing.
To my understanding with ios::app ..will use the same file for editing..
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Dec 7, 2013
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).
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Sep 11, 2014
I have this function that takes the collision location from an object then creates a new object for particle effects.
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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);
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Sep 6, 2014
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]...
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Oct 30, 2014
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private void button1_Click(object sender, EventArgs e)
{
OpenFileDialog dialog = new OpenFileDialog();
[Code].....
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.
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Mar 4, 2014
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#include <stdio.h>
#include <string.h>
int main() {
char answer[100];
int checkAns;
char correctAns[100] , incorrectAns[100];
[Code] .....
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Dec 6, 2014
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.
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[URL]
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Feb 25, 2014
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#include <iostream>
#include <fstream>
using namespace std;
int main(){
int end;
ifstream myInputFile;
myInputFile.open("01-Cheeseburger in Paradise.mp3", ios::in);
[Code] ....
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Oct 19, 2014
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Sep 30, 2014
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May 19, 2012
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;
[code].....
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Nov 14, 2014
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
#include <string>
#include <fstream>
#include <vector>
#include <iterator>
#include <algorithm>
#include <stdlib.h>
#include <iomanip>
[code].....
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.
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