Visual C++ :: OpenGL - 2D Movement With Respond To Keypress

Mar 4, 2014

I'm trying to implement keyboard controls to move a sphere(Player) with respond to keypress. Currently, when I press any key my character will move to the right by 0.1. How can I move my character with w(up),a(left),s(down),d(right) in their respective directions using respond to keypress?

Code:
class Player {
private:
double x, y;
public:
Player(double a, double b){x=a;y=b;}
void respondtokeypress(char a)

[Code] ....

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Visual C++ :: Send Message - Receive / Respond

Jan 2, 2014

I have a problem in a c++ project. I have created a .dll file and hooked to an .exe

I want this .dll to make a ping or to send a message like hello somewhere, and IF ping or message doesn't receive an answer that's means the user has suspended-terminated this dll from the exe then the exe will close. How can i do that?

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Oct 16, 2013

I am looking for direction on what topic I should be reading up on. I am new to C++ and Windows MFC.

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I want to create shapes (containers) in an application that will respond and collect other objects;

Imagine a Windows frame, containing several 2 dimensional squares. I want to be able to drag and drop marbles into the squares,and have the square retain and display the marbles in the square, in the order that they were dropped in.

How do I create the shapes, and how will the square sense when a marble is over it?

How would I create irregular shapes (a combination of lines and curves) that would be responsive to the marbles?

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Aug 23, 2014

I have this code in my project

Code:
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// #include "stdafx.h"
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[Code] ....

and I got this error:
Configuration: Debug Win32 ------
1> OpenGL1.cpp
1>LINK : fatal error LNK1104: cannot open file 'C:Program FilesMicrosoft SDKsWindowsv7.0AIncludegl.obj'

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C++ :: How To Get Keypress Within Fixed Amount Of Time

Aug 22, 2013

the program has to accept a keypress. It should wait for some fixed amount of time. If a key is pressed within this time, the program should call a function. If a key is not pressed in this time limit the program should continue its normal execution. The problem with getch() is that it essentially requires you to press a key and it does not allow other instructions to execute until the key is pressed.

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C++ :: Pausing The Loop Till Keypress?

Jan 23, 2013

Are there anyways to pause the loop until either LCONTROL or RCONTROL is pressed?

Are there alternatives to stopping LCONTROL and RCONTROL increasing or decreasing counter by a huge sum?

#include <iostream>
#include <windows.h>
#include <conio.h>

[Code].....

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Visual C++ :: How To Send A Number To OPENGL Class From Main Dlg

May 14, 2014

I want to send a number to my OPENGL class from my main dlg. Im using a updated edit control.

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Code:

void COpenGLControl::oglDrawScene()
{char side[32];
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[Code]...

I want to update the glVertex3f values when I enter numbers into edit controls on my main dialog

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Mar 6, 2015

What C command responds to a keyboard hit? I want to exit in an orderly manner from a continuous loop when a key is pressed.

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Oct 17, 2012

I am studying the creation of classes in C + +. When executing the code below the method LEN class String2 not work.

code ----------------------------------------------------------------------------------------------
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[Code]......

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C :: Detect Mouse Movement

Aug 17, 2013

i was trying to write a program in c language which can detect mouse movement, but the program which i have written can only detect the mouse click or scroll the program which i have written given below..

Code:

#include<stdio.h>
#include<string.h>
#include <ncurses.h>
int main() {
}

[code]....

run the programme with linked-lncurses. improve my program which also detect when the mouse moves.

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Feb 27, 2013

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I am currently working on quite complex project. Anyway, im not gonna go into deeper details. What I am stuck with is following function.

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I don't have much of a code, however I am willing to upload it upon request.

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May 4, 2014

I am currently working on an arcade game for my final assignment this year. I am struggling to get a sine wave movement with the saucer. Here is the code for it:

void ArcadeGame::spawnSaucer() {
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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;
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[Code] ....

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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;
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And I'm updating the sprite like this:

virtual void update(float deltaTime) {
float dx = 100*deltaTime;
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}

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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I am trying to write a loop that will iterate through a char array in C and pull the IP addresses and test them to see if they respond. My ultimate goal is to have the first one that responds returned in the function, but the loop is not running correctly. It will run through right the first time, but then will start over again.

Code:
const char * getServer(char *svrList) {
char *srList;
srList = strtok(svrList, " ," );
printf("Contents of srList b4 loop: %s
", srList);
printf("Server List: %s
", svrList);

[Code] ....

Code output:
Contents of srList b4 loop: 1.1.1.1
Server List: 1.1.1.1
result is "1.1.1.1"
Hitting else loop
Contents of srList in else: 2.2.2.2
result is "2.2.2.2"
result is "2.2.2.2"
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Server List: 1.1.1.1
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Hitting else loop
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[Code] ......

There's probably some other better way to do it... Obviously but for now I see it as putting current time in X.

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if it is
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#include<windows.h>
#include <stdio.h>
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int n;
int m;
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[Code] ....

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I've read up on .bmp files on wikipedia and am currently attempting to make a function that can export a .bmp file of the screen of my programs. I've already begun work on it but it isn't working. The code I have so far is:

typedef char Byte;
typedef int Byte4;
typedef short Byte2;
struct BMP_Header {

[Code] ....

My problems are that when less then the required amount of bytes is needed to store a value in the file, the 00 bytes are skipped (Ex. The file will contain 42 instead of 42 00 00 00), and the Pixels are stored as nothing but 0D ( every value intended for storing pixel data is 0D ).

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I don't know why, but textures in OpenGL are white. One day, I must've change something, and now my textures wont load properly. I tried rewriting my code that loads things multiple times, my textures still are white. Here is my code:

(I switched back to the FF pipeline temporarily, in my other projects I use shaders.)

Sprite.hpp

#include <SDL.h>
#include <SDL_opengl.h>
#include <fstream>
#include <iostream>
#include <string>
#include <vector>

#ifndef _SPRITE_H_
#define _SPRITE_H_

[Code] ....

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I'm printing characters on a texture map using OpenGL and GLUT with C++. The problem is that when they appear on the map the x-coordinates are correct but the y-coordinates are upside down. The coordinates are being read from an input file and are in the form x,y with a semicolon separating each xy pair. I tried putting a negative sign in front of the y-coordinates to see if that would force the characters to go in the right place but that just made minus signs appear on the screen. Is there a function in OpenGL/GLUT that can invert coordinates by a certain value?

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