C++ :: How To Move Sprite Depending On Rotation

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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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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C++ :: Getting Sprite To Animate With SFML

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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C++ :: Make Object Rotate Until It Looks At The Sprite?

Oct 10, 2013

Is there a way to make an object rotate until it looks at the sprite?

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C++ :: Allegro Sprite Is Not Showing Up In Right Spot

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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C++ :: Draw The Same Sprite Multiple Times (SDL)?

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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C++ :: 2D RPG Game - Smooth Sprite Movement (SDL)

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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C :: AVL Left And Right Rotation

Feb 7, 2013

I am creating and implementing a left and a right rotation to balance a bst into an avl tree. I have made and tried 5 different codes that are commented in the functions left_rotate() and right_rotate() but none have run correctly. Sometimes the program works, sometimes there is a segmentation fault and sometimes not all inserted numbers are shown.

avl.c

Code:
#include<stdio.h>#include<stdlib.h>
#include<time.h>
#include "avl.h"
#define N 10
void swap(int *a, int *b){

[Code] ....

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C++ :: How To Get Smooth Sprite Movement In SDL By Using Delta Time

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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C/C++ :: Draw Sprite On The Window Of Third Party Application

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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C :: Image Rotation Without Cropping

Nov 4, 2014

I am new to image processing..... and I am learning the concepts.

Recently I have done image rotation of grey scale image using the following formula:

x' = xcos(theta)-ysin(theta)
y' = xsin(theta)+ycos(theta)

The problem i have faced is image is getting cropped.

I want to rotate an image without cropping. I have searched a lot but I am not getting any algorithm based on C. How to get the algorithm for image rotation without cropping.

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C++ :: Visualizing 3D Rotation Using Quaternion Data

Jun 10, 2014

Just bought a new ST Micro iNEMO-M1 system, and am looking to have my code visually show me the rotation information. I've got a working C++ code which actively acquires data from the sensor, and I'm looking to extend that into some visual interface which will show me on-screen the position of the sensor.

I figure using rotation information in the form of quaternion data is the most useful (want to avoid the gimbal lock problems associated with Roll/Pitch/Yaw).

What would be the best method to visualize the rotation of my sensor in real-time?

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C# :: Vertice Location After Quaternion Rotation

Aug 16, 2012

I have a 3d Point in space. From this point I have vertices defind by(scale). I have a Quaternion representing the rotation of the object (lets say a block). So...

(1) I know the point in local and world space and can translate.

(2) I know the scale of the object and it's starting vertices intersections at zero rotation.

(3) I have the quaternion which represents the 3d rotation and can translate that to degrees and Eulers.

How do i find the exact points of the vertices after the rotation. (what I'm attempting to do is plot points from vertice to vertice all along the sides/top/bottom of the object.)I have looked at Matrix4 transformations and Quaternions and still do not understand how to find the vertices after rotation.

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C++ :: Getting A Point Rotation Or Normal From 4 Vectors?

Dec 31, 2014

I'm trying to get a rotation of a spefic point in a 3D space using 3 or 4 coordinate/vector.

For example, I want to know the rotation of (5,5,5)

Using 4 vectors for example (0,0,0), (10,10,10), or 10,0,10, etc. (3 minimum)

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C++ :: Finding Rotation Direction From Two Orientations?

Mar 4, 2014

It is technically not a programming question and is more maths oriented. It has to do with game AI and specifically getting the AI to rotate correctly. I am trying to create the base method that handles AI rotation. It will take a target orientation and rotate the entity from it's current orientation to that target orientation.

Let's say we have a Entity that has the orientation of 1.57079 Radians (90 Degrees) and we want to change that Entity's orientation to 0 Radians (0 Degrees). How would one find the correct way to rotate from just them two orientations (IE find the shortest rotation direction from a current orientation to a target orientation)?

As my implementation stands now the Entity rotates just fine I think but always in a clockwise rotation (Because I can't figure out how to determine the best rotation direction). For example using the previous number (1.57079 Radians to 0 Radians) the Entity will rotate all the way around 270 Degrees clockwise instead of rotating just 90 degrees counter-clockwise.

I have thought about possibly projecting vectors a short distance forward from the current orientation and target orientation to figure out the rotation direction but not sure if that is a good way to implement it.

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C++ :: Array Char Rotation And Arrow Key Usage

Apr 27, 2013

I am doing a project for a class which involves making a game where there is an arrray that holds a player (you) and a zombie (comp). The player is suppose to be able to turn clockwise or counter clockwise, move forward, and backward and shoot. Im having trouble trying to rotate the char in an array. I am also trying to switch from using the W,S,D,A to the arrow keys but doesnt seem to work.

#include <iostream>
#include <windows.h>
#include "color.h"
using namespace std;
using namespace Petter;
const int COL = 15;
void initBoard(char[][COL], int, int);

[Code] ....

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C# :: Image Rotation Leaves Null Areas

Jan 29, 2015

I am working on a Paint program and I have a nice routine (copied from the Net) that beautifully rotates my Image by any chosen degree, and even preserving the entire Image with a 'noclipping' option.

The problem is - That after the rotation, say 45degrees, the areas in the corners, that originally were not part of the Image, cannot be drawn to. I have an 'eye dropper tool' that shows these areas to be null, having no color. My drawing tools will not work on these areas.

public static Bitmap RotateImage(Image image, float rotateAtX, float rotateAtY, float angle, bool bNoClip) {
int W, H, X, Y;
if (bNoClip) // use Clipping {
double dW = (double)image.Width;
double dH = (double)image.Height;
double degrees = Math.Abs(angle);

[Code] ....

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C++ :: Loop Depending On User Input

Jul 31, 2013

I'm trying to get this program to loop the number of times I get it to input. The program compiles alright, and it does loop when I tell it too, but how do I output the grades of the multiple students?

#include <fstream>
#include <iostream>
#include <iomanip>
#include <string>
#include <cstdlib>
int weighted1 = 0;
int weighted2 = 0;

[Code] .....

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C# :: Reorder List Depending On Dependencies?

Feb 23, 2015

I have a list of calculated fields, these fields reference other fields in their calculations. I need to create these fields beforehand as they will not exist.

I was wondering what would be the best approach for this Example List

Field1 has Field2 in the calculation
Field2 has Field4 in the calculation
Field3 has Field1 in the calculation
Field4

I'm not sure on how to approach this.

Create list in this order

Field4
Field2
Field1
Field3

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C++ :: Returning A Different Data Type Depending On A Variable?

May 2, 2013

Okay, I've been working on this Texture class that's going to be compatible with both SDL and OpenGL with the capability to create an array of textures within one class as opposed to multiple classes and such.

Now I've run into a slight issue if I want to return the value of a texture. There's two different types of textures: SDL_Texture, and a standard GLuint Texture. The problem I have is that one or the other is used, not both which is depending on whether or not the person is using OpenGL.

So when the user wants to get the texture, I need the ability to return either an SDL_Texture, or GLuint depending on whether or not OpenGL is being used.

I tried this with a template class, but it didn't work, but I'll post the code so you can see what I'm trying to do.

template <class Tex> Tex Texture::GetTexture(int TextureNumber)
{
if (TextureNumber > NumTextures || TextureNumber < 0)
return;

[Code]....

It basically just comes down to the last four lines of code. If the person is Using OpenGL return a GLuint, if the person is using SDL, return an SDL_Texture.

I would prefer to have the GetTexture function to be one function instead of two separate ones so I don't have to call a different function every time to check if I'm using SDL or OpenGL.

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C/C++ :: Drawing Array But Breaks Depending On Size

Jul 3, 2014

I am working on a code and first i need to initialize the array depending on the size (min size 3x3, maximum size 9x9). The initialized array will descend in order. Note that it seems like a simple code and seems to work for any size from 3x3 to 7x7, but for some reason i get a strange output in the last few rows for 8x8 and 9x9. Not sure why. The second part to my problem is the very last digit of 0. I did hard code to define it but i would like to make it a character like an underscore...what is the easy way to do this?

* Implements the Game of Fifteen (generalized to d x d).
*
* Usage: ./fifteen d
*
* whereby the board's dimensions are to be d x d,
* where d must be in [MIN,MAX]
*
* Note that usleep is obsolete, but it offers more granularity tha sleep and is simpler to use than nanosleep; `man usleep` for more.

#define _XOPEN_SOURCE 500

#include <cs50.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
// board's minimal dimension
#define MIN 3

[Code] .....

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C# :: Creating Controls Which Act Differently Depending On Mode

Apr 24, 2014

I am creating a C# windows application which allows it to connect to our devices and communicate with them.

Often we need to customise this application and I have made this easier by defining its appearance and actions within an XML file which gets read in every time the application starts up. This is working really well.

However editing this XML file can be pretty laborious and often requires many cycles to get everything correct again. So I have started to create a graphical editor which allows for the XML to be generated.

The problem I am facing is that I am using the same controls in the final program and the editor so my question is how should I structure the code so that each control knows when it is in "Normal" mode and when it is in "Edit" mode?

I have started using a simple boolean flag to indicate its mode, however this now means that within every function I need to check this flag and run code appropriate to that mode, this seems a bit over the top. Is there a better/standard way this sort of this is done?

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C# :: Switch To End Or Start Of Array Depending On Conditions?

Apr 1, 2015

I have a seat allocation algorithm for an airplane 30 x 6 seats. The plane is 'split' front (1 - 15) and back (16 -30), right (A,B,C) and left (D,E,F). I am placing passengers in window seats front right centre (15A) first then back left centre (16F) followed by (15F) followed by (16A). This will continue for single passengers middle seats then aisle.

Another part of the algorithm is to ensure parties >2 or <=6 to sit together in an empty row, if not possible the party will be split as to not have a person in the party sitting alone firstly. i.e. 6 is 3 + 3 or 2 + 2 + 2 or 4 + 2 or 3 + 2 + 1 or 4 + 1 + 1 or 3 + 1 + 1 + 1 and so.

I have got it working for one person but seating two people is a bit more difficult. I am trying to get 15A,15B then 16E,16F then 16A,16B then 15E,15F then 16C 16D and 15C 15D.

This code only allocates passengers 15 A 15B then 15C 15D then 15E 15F

//seat allocation for two people
public bool[,] seatTwoPerson(bool[,] seatArray, int startCol, int endCol, int directionX, int startRow, int endRow, int directionY)
{ //loop through seatArray section determined by parameters
//for (int col = startCol; directionX < 0 ? col >= endCol : col < endCol; col += directionX)

[code].....

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C# :: Using Different Instance Of Class Depending On User Input?

Jan 13, 2015

Here's the problem I want to intialise different classes based on user input. I've tried using an IF statement but the scope of an if statement would mean the rest main program wouldn't be able to see it.

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Visual C++ :: Detect And Find Rotation Angle If Skeleton Tracked Turned 180 Degree To Kinect

Sep 25, 2013

I m developing an application using kinect.The IDE I use is Visual studio 2012 and kinect SDK 1.8.I m developing using vc++

I want to overlay an image on the person tracked when the person turns 180 degress to kinect. ie the person is not facing the kinect.

how do i track the rotation angle of the person as he/she turns away from kinect.

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C++ :: Creating Function That Outputs Either 1 Or 0 Depending On Input After Checking

Feb 18, 2014

I am trying to simplify my code by creating a function which takes an input then checks whether it is "y" or "n" then outputs either 1 or 0 depending on the input. So far this is what I have

int Choice(string choice) {
while(choice.compare("n") != 0 && choice.compare("N") != 0 && choice.compare("y") != 0 && choice.compare("Y") != 0){
cout << "Please enter a valid input either [y/n] : " << endl;
cin.clear(); cin.ignore(); cin >> choice;

[Code] ...

And I call it in the program using

cout << "Do you wish to change the hubble type of any galaxies? [y/n]" << endl;
cin >> choice;
while(Choice(choice) == 1){
....
cout << "Do you wish to change the hubble type of another galaxy? [y/n]" << endl;
cin << choice;
}

It compiles fine but displays some bizarre behaviour, I need to end the line twice in order for the program to continue and sometimes it just stops working (doesn't exit just appears to be stuck in a loop).

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