C++ :: SFML 2.0 - Text Scrolling On Screen
Sep 19, 2013I have screen scrolling working but i want to have text scroll with the screen. because at the moment my player moves and the screen scrolls but the text doesn't.
View 15 RepliesI have screen scrolling working but i want to have text scroll with the screen. because at the moment my player moves and the screen scrolls but the text doesn't.
View 15 RepliesI'm trying to output text to a window using sfml, but I don't know where to start. Using version 1.6 of sfml.
View 7 Replies View RelatedI have screen scrolling up and running but it keeps going after the background finishes. how do you fix that?
View 4 Replies View RelatedI am trying to position and sf::Text relatively to another sf::Text. Not over, or beneath or anything like that, but after- like so:
theTexts.push_back(UnitOfText(Text(outputstring,defaultFont, 15),theColor));
int i = (theTexts.size() - 1);
std::cout << i;
sf::FloatRect textRect ( theTexts[i].theText.getLocalBounds() );
theTexts[i].theText.setOrigin (textRect.width / 2, textRect.height / 2);
if(theTexts.size() > 1)
{
theTexts[i].theText.setPosition(theTexts[i - 1].theText.getLocalBounds().left,theTexts[i - 1].theText.getLocalBounds().top);
}
I am working on a wage application with four options which are as follows:
Subtracts an amount from the shop bank account (The account is text file "shop"). You do not need to add the same amount to another account but you should record the transaction with a timestamp in a separate file. The application should prevent the account balance from becoming overdrawn.
List the five most recent transactions to the screen. If there haven’t yet been five transactions then list all of them.
Print the account name, number and current balance to the screen.
Exit the program.
I have completed 1,3 and 4 but I am completely stumped as to how to go about number 2.
#include <limits>
#include "stdafx.h"
#include <iostream>
#include <fstream>
#include <ctime>
#include <string>
int read_balance(void);
void write_balance(int balance);
[Code] .....
I am having a problem with my c++ code. I am attempting to clear the text off of the command prompt screen in a text based game program. I put a restart option using a goto in my program. How would I be able to clear all previously displayed text.
View 7 Replies View RelatedHow I can clear the whole screen in console...
And I'm using clrscr(); and its not working.
How i can change the text color in the .exe without using system function
i am using c++v30.5 version i want red color text in in my output screen . i viewed various site but the result is 0 ,wat to do?
View 2 Replies View RelatedI have a text file where in each line is 3 words and 2 int type numbers. I'm doing search by word and I want to print out to the screen the whole line where that word was found (the words is repeated in some lines). My search looks like this:
Code:
#include<iostream>
#include<string>
#include<fstream>
#include<stdlib.h>
#include <vector>
using namespace std;
int main(){
vector <string> words;
string str, paieska;
[Code] .....
How to print line(s) where I found that word?
I seem to be missing a concept or 2 here ... I am tasked with writing a program that reads text from a file and outputs each line to the screen as well as to another file PRECEDED by a line number ...
In addition, I have to Print the line number at the start of the line and right-adjusted in a field of 3 spaces ...
Follow the line number with a colon then 1 space, then the text of the line.
Another kicker, is I have to grab the data 1 character at a time and write code to ignore leading blanks on each line.
Here is what I have so far:
#include <iostream>
#include <conio.h>
#include <fstream>
#include <string>
#include <cstdlib>
#include <cctype>
using namespace std;
int main() {
char next;
int count = 0;
[Code] ....
This is a small program that reads a line from the screen, takes the ASCII values from the entered text, and edits it. Next, the ASCII values are reinterpreted (am i misspelling?) as text, and displayed. However, my final output has (allways?) at least 7 characters, even if you enter only one. I'm also trying to accomplish, that the part of the string which isn't filled, will be printed empty. In spaces.
compiled with -std=c99.
Code:
#include <stdio.h>
int main(){
int maxsize;
printf("How long is your message?
[Code] .....
You are programming a sideways scrolling shooter. This used 2D cell based maps that are very long (over 100,000 characters per row long, 24 rows of 40 characters on screen), and the only way you can get them to fit in memory is to compress each row of the map using run length encoding and to decompress each new column of the map on the right of the screen as the background moves from right to left. You maintain a list of pointers into the RLE data for each row of the screen. Columns that are scrolled off the left are discarded. This works very well and the game only just fits in the available memory. Suddenly the game designer decides that the game should also be able to scroll from left to right at any point, and for any duration. Stunned and dismayed, you explain to him that RLE compression only works in one direction, but he’s adamant. Figure out a way of doing what he wants without using much (no more that 1K of) extra memory. Explain the algorithm used for decompressing in both directions. (assume the RLE algorithm used is: a positive byte N followed by a byte B, indicates a run of N copies of B, a negative byte -N followed by N bytes indicates that those bytes should be copied directly. For example, the sequence 2,2,2,2,5,1,2,9,9,9,9,9 would be coded 4,2, -3,5,1,2, 5,9.)
how can I compress the information? My first thought was making a change to the RLE compression but i gave up on that thinking it wasn't possible.
The situation is , I have a ball which should move on a flat horizontal surface which i have created in a display of 800 x 400 . Right now!I am able to make it move left or right in direction using key inputs at a fixed speed.
But I want to make it move horizontally at a constant velocity without using keys. Like in copter game.
It should be able to move automatically , towards the right side.
Increment x position by speed variable does the trick but When I used it with keys I used to limit the movement like.
ball.x += ball.speed;
if(ball.x > 750)
ball.x = 750; // because my screen width is 800.
[URL] .... < this video will show what I really want to do with the ball
If you saw the game video in the link i gave, the ball kept moving with constant velocity. But it never went out of bound. What is keeping it from not getting out of display screen. Instead! its moving continuously... but stays almost at the center of screen. How?
I would like the coded ASCII image to scroll horizontally 3 times and then end with the message:
"Hit Enter to continue or Esc to end"
If Enter is pressed, the program should then continue to scroll another 3 times and then display the same message above.
If Esc is hit then the program loop should stop similar to an escape sequence.
Here is my code that partially accomplishes my objective:
Code:
// Professor.cpp : The entry point for the console application.
#include <iostream>
#include <string>
#include <windows.h>
#include <stdlib.h>
[Code] .....
My requirement is,
Read *.bmp image and displaying bitmap image with scrollbar in a MFC dialog application.
I was done using this
I was read the *.bmp image as a pixel data and stored by 2D Array,
Now i want to Display this 2D array as bitmap image with scrollbar separately in the same dialog. How can i display bitmap with scrollbar using 2D array?
I must take an old MFC project in VC++ 6.0 and make changes.
The problem is text size in screen is different from size in print preview.
for example with this font
Code:
CFont f50;
f50.CreateFont(100,0,0,0,FW_BOLD,0,0,0,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,DEFAULT_QUALITY,FF_DONTCARE,"Frutiger LT Std 45 Light");
And this text
Code:
s=_T("Let's try to calculate the size of this text");
and with MM_LOMETRIC map mode
GetTextExtent() returns me:
On screen: (1595,99)
Ink printer + print preview: (1589,100)
PDFCreator + print preview: (1580,100)
comparing with screen size the height is bigger but lenght is smaller. I don't understand.
I can understand that different printers process the fonts in different way and then to have different lenghts. That's not the problem. The problem is I need to simulate in screen the same behaviour i will have on printer because these texts are being aligned in the document, and I don't want to see that the text si aligned different in text than in paper.
What can I do to render the text on screen with the same size I will have on the printer? Print preview is doing it. Should I change the font parameters? is something related with pixels per inch?
I'm currently working on a 2D space shooter game in C++ using SFML library. What I need to know is how make an object (ex:laser) fire up from object (ex:player) when a user press button??
View 1 Replies View RelatedI use visual studio 2012. When I asked what I should use in order to put graphics into my program, I was told by the community that SFML works well. My only problem is that now I have SFML, where and how do I unpack it?
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View 1 Replies View Relatedso im trying to make a blinking cursor to give it a terminal feel, but it is speradic, since it is going at cycles instead of seconds. how can i fix this?
#include <SFML/Graphics.hpp>
int main() {
sf::RenderWindow App(sf::VideoMode(900, 750), "Fuck it. Uploads Happen.");
sf::Font
Font;
[Code].....
So I have the following code using [URL] ..... It compiles correctly, but does not display the map on the screen. Is it an issue with my code or an issue with the map file itself?
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <level.h>
int main(){
sf::RenderWindow window(sf::VideoMode(640, 480), "");
[Code] ....
using SFML in visual studio 2012 ... this code gives blinking window.
#include<iostream>
#include<SFMLGraphics.hpp>
using namespace std;
sf::RenderWindow window (sf::VideoMode(800,600),"GAME");
[Code]....
How to make a red and black tree using SFML ....because i really need...I really don't know how to use SFML i only know how to use win32 console.
View 3 Replies View RelatedI want to change the alpha of a sprite without changing any other colours
View 4 Replies View RelatedSo 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] .....
I am having trouble setting up SFML 2.1 to run with the eclipse IDE for c++ development. I use MinGW for my compiler.
When I link my include folder, lib folder and dll's it will not run a simple SFML program.