Place an Image on top of a Button. Move both when the Button is pushed.
It's here [URL] exercise no.3
look at this code:
#include <GUI.h>
using namespace Graph_lib;
//------------------------------------------------
class rotation : public Window {
public:
rotation(Point xy, int w, int h, const string& title):
[code]....
The problem is that, it is not possible to define an Image in public/private part of the class rotation. Image needs all arguments to be supplied even when declaring one. (Image is here [URL] And if I define that Image in the body of main() function, so how to provide access for void rotate() to change its position with the position of button simultaneously.
i want to make moving button or moving box clickable as i am making a game in which i move picture boxes and user clicks on it and his scores increases. but i was unable to do so , so i tried the same concept with buttons but no results.
btnStatusPlr1.Image SHOULD come back as True.Then I realized it might not be the same as setting the buttons image in the properties (Which is what i did to get the original image (the one being compared to))
I do have a feeling ive done something wrong here (Yes im a noob /> )
Variable active, is the same image as the buttons default (Well should be)
tell me the EASIEST way to create a button with an image on it.
I am not interested in using the owner draw property with CBitmapButton and then have to create a whole lot of bitmaps for all the different button states.
There must be a way to simply create an ordinary button which displays an image rather than or as well as a caption....?
I have created an application that has bunch of buttons on top and i want to change the image when I click on the button. But unfortunately I can't get it to work.
Here is the code:
if (serialPort1.IsOpen) { tsbCommPortOpenClose.ToolTipText = "Open serial port"; closeCommPortToolStripMenuItem.Text = "Open serial port"; tsbCommPortOpenClose.Image = Image.FromFile("Red.bmp"); serialPort1.Close(); [Code] ....
The second one which changes the image to "image2" works fine. Here is the definition of image2:
When I do the same with the other image that I want to use, it won't work! I opened the project properties and added the image into the resources too, and it still doesn't work. It fails and says the file was not there. I've put a copy of the file in the root directory and one in "Resources" folder but it still doesn't work.
Place an Image on top of a Button. Move both when the Button is pushed.
Please have a look at this code:
#include <GUI.h> using namespace Graph_lib; //------------------------------------------------ class rotation : public Window { public: rotation(Point xy, int w, int h, const string& title): Window(xy,w,h,title), [Code] ....
The problem is that, it is not possible to define an Image in public/private part of the class rotation. Image needs all arguments to be supplied even when declaring one. (Image is here in Graph.h)
And if I define that Image in the body of main() function, so how to provide access for void rotate() to change its position with the position of button simultaneously.
I have a character at a co-ordinate, say (3,4) for example, and I need to get him to (10,15). I would like him to move one block every tick or half a second, so that you can see him moving towards his destination. How to achieve this?
I have a board where a character is. I need to ask the user whether they want to move it up, down, left right. They are allowed to enter 3 move per turn. like up, up, left. How do I do this?
#include <iostream> #include <cstdlib> #include <ctime> using namespace std;
something in this part is making it go wrong, it displayes the original array fine but when it tries to shift it it goes haywire. EDIT: also how would i add elements onto the array?
I'm trying to serialize and deserialize objects, some static (that works) one moving (doesn't work). In the code you can see that the following int-variables discribe the moving circle:
I am making a game and I am attempting to get the zombies to move randomly but for the life of me, I simply don't have the knowledge with srand to do it
I am not so experianced with c++ myself, but I need to evaluate if a certain idea might work.
I am working with a system for automation purposes that is running on a realtime OS in parallel to windows. Windows and the RTOS exchange data via shared memory. The application in the RTOS is compiled in C++. Now I would like to be able to influence the some data manipulation tasks in the RTOS application without changing the code of the RTOS application. So a concept like calling a dll.
My idea was to create a class with virtual methods in the RTOS application. The objects that are used should then be created on the Windows side with the same class prototype, but specific implementation of the virtual methods. The objects should then be moved to the shared memory, where they are used by the RTOS application.
Is something like this possible or am I completly on the wrong path?
Im using SDL2 but I'm encountering an unexpected error. I have implemented the same method to move as in my old Projects, but the Player appears to be stuck...
The Player is stuck for maybe half a second, and then everything works as it should, but every time I Change direction or i start moving the Player is stuck for a short Moment.
#ifndef _PLAYER_HPP_ #define _PLAYER_HPP_ #include <iostream> #include <string> #include "SDLGameObject.hpp" class CPlayer : public CSDLGameObject
This is for a class project. I am having trouble "pulling out" the last element in my array, shifting all the elements back then inserting that last value in the front. Then also displaying the array after the shift. here's my code.
#include "stdafx.h" #include<iostream> using namespace std;
I'm working on designing a game in C++ that is similar to the "find the ball under the cup" game. I have a Sonic the Hedgehog icon (weird I know, but it was the first thing that came to mind) that will be hidden underneath one of three rectangular blocks.
Here is how I envision this working:
On the main menu I have 3 buttons which represent 3 different difficulty levels Easy- blocks move 3 times at a slow speed Medium- blocks move 5 times at a slightly faster speed Hard- blocks move 10 times at a fast speed
When the user clicks one of these buttons they will be taken to the game screen.
Sonic will be displayed for 3 seconds and the user will then see him be covered with one of the three blocks.
The three blocks will then move in a random pattern along the middle of the screen at the speed and number of times associated with the button that was pressed.
Once the blocks stop moving, the user is to click on the one they think Sonic is underneath.
If they choose correctly, they'll be taken to a "Winning Screen" that displays a congratulatory message and 2 buttons. Play Again- returns the user to the main menu and the game starts over with a new random pattern. Quit- the window closes.
If they choose incorrectly, they'll be taken to a "Losing Screen" that displays a "Try Again" message and 2 buttons that have the same function as the buttons on the winning screen.
I have never worked with any kind of graphics before other than in HTML and Javascript. I have managed to create the main menu, but how to do the actual game portion of the project. I've been trying to take it a step at a time, (for example, I first figured out how to set the background color for the console window, after I got that right I figured out how to add buttons) but the rest of this seems to depend on each other.
Here is what I have so far:
Main menu:
#include "stdafx.h" #include <iostream> #include <Windows.h> using namespace std; class MainMenu
[Code]....
So I've got the screens pretty much designed now (with the exception of the game screen itself) but how to tie everything together.
In case my description wasn't too clear, here is a game that I found on Google that is pretty much exactly what I'm looking for. [URL]
I need the number of moves to reset to zero every time because right now when when i enter the next number of disks the moves from before are added to the new set of moves. Here is my output
how many disk are you going to start with? 2
It will take 3 moves how many disk are you going to start with? 2
It will take 6 moves how many disk are you going to start with? 2
It will take 9 moves how many disk are you going to start with? 2
It will take 12 moves how many disk are you going to start with?
the number of moves for 2 disks should be 3 but as u can see every time i enter 2 disks it just adds to the last number of moves how can i fix this ?
//Purpose: Recursively solve the tower of hanoi problem, moving n disks from A to C.
I'm working on a personal project with a screen that looks like this:
+++++ +++++ ++O++ +++++ +++++
And below that it asks where you want to move. I've done the majority of the work, I just have to figure out how to actually move the O. Here's my source code:
#include <iostream> #include <iomanip> #include <algorithm> using namespace std;
I know there is strtok() to do the tokenization;but all strtok() examples I have seen only output one token at a time, moving the pointer ahead. Can't the tokens be saved somewhere?
I have to write tic-tac-toe game in Visual 2010. My only problem is that I don't know how I can move the cursor with arrows in the console in order to fill in chosen positions in 3x3 table:
Code: _ _ _ _ _ _ _ _ _
I guess that the needed functions are in here: [URL] ....
Not much to go wrong here, right? As long as I have the correct permission to write in the folders and the folders exists, this would normally go smooth. But for some reason it only copies the file. The source file still exists, but it has successfully copied the file to the destination folder. No exceptions has been thrown or anything... but the file still exists in the source directory
I then changed the code to the following:
System.IO.File.Copy("Y:TempFile.txt", "Y:Temp2File.txt"); System.IO.File.Delete("Y:TempFile.txt"); Console.WriteLine("See mommy, no Exceptions");
As expected the file copies correctly, but the delete command is completely ignored. The file is not deleted, but the Console.WriteLine command is called
I'm running the application as the logged in user. The user has permission to delete the file. If I try from Windows Explorer, the file is correctly deleted. Unfortunately my application refuses to delete the file and even worse, it will not even throw an Exception.
I am currently starting to attempt to make a program that can move my cursor to certain colors on my monitor. The problem is this seems like it will be 10x harder than I first thought.