Ok, so I've been working on a game with some friends for a school project. We have used SFML.
I've been working lately on the camera and a tile implementations system and now I need them to work together.
The camera works like this:
I have two different sf::View, one for the game world and one for the hud. The one for the game world follows the player in the x-axis.
The tile system works in a way where it reads in a txt file and draw sprites based on the information from the txt file.
As it is now I always draw all the tiles, even if it's outside of the cameras view. Not good. I need a way to check if the tiles are outside of the cameras view before I draw them. How do I do this?
I did find this:
Get X and Y offset of sf::View
but I can't really wrap my head around how to make this info work in my game.
Any help would be really appreciated! :)
Mvh Elis
Managed to figure it out after finding this:
http://fr.sfml-dev.org/forums/index.php?topic=10590.0
Related
I have the Player move around and when he enters a new Room (via Instancing) his Sprite shows him facing in the Default direction (in my Case down). So If you enter a Room from any other direction then it looks weird, cause for a short Moment you can see the Player facing down even if you came from the right. How can I tell Godot to set the Player Sprite to a specific Frame in Code, so I can set it to the proper Frame for each Direction. I'm new to Godot and I used HeartBeast Action RPG Tutorial for my Movement. So it's using an AnimationTree and AnimationPlayer. I tried "set_frame" but Godot just says it doesn't know the Method.
If you are following the tutorial series I think you are following (Godot Action RPG)… You are using an AnimationTree with AnimationNodeBlendSpace2D (BlendSpace2D).
The BlendSpace2D picks an animation based on an input vector "blend_position". This way you can use BlendSpace2D to pick an animation based on the direction of motion or the direction the player character is looking at. For example, you can "idle_up", "idle_down", "idle_left", and "idle_right" animations, and use BlendSpace2D to pick one in runtime based on a direction vector.
Thus, you need to set the "blend_position" of the BlendSpace2D like this:
animationTree.set("parameters/NameOfTheBlendSpàce2D/blend_position", vector)
Where:
animationTree is a variable set to the AnimationTree.
"NameOfTheBlendSpàce2D" is the name of the BlendSpace2D you want to set (e.g. "Idle").
vector is a Vector2D with the direction you want (e.g. Vector2.UP).
This is shown in the episode 6 of the tutorial series (Animation in all directions with an AnimationTree).
You can find a reference project by HeartBeast at arpg-reference, where you can find a function update_animation_blend_positions that looks like this:
func update_animation_blend_positions():
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationTree.set("parameters/Attack/blend_position", input_vector)
animationTree.set("parameters/Roll/blend_position", input_vector)
Here "Idle", "Run", "Attack", and "Roll" are BlendSpace2D, each configured with animations for the corresponding actions, and this function updates them in sync so that they are picking the correct animation.
As far as I can tell the code from the repository is further refactored from what is show in the tutorial series. This code from the repository is under MIT licence.
I am an educational content developer converting traditional lessons and materials into online activities. I make videos showing these materials being moved around a table or board, and need a way for them to practice at home.
In the past, I've just made each card/etc on a Google Slide and set it up for kids to manipulate, but that can lead accidentally stretching or deleting something (or just playing around).
What I need:
Import images.
Set one image as background
Set other images as cards that can be clicked and dragged on background.
Ideally, set specific areas where different card can be placed.
Place starting cards in stacks (ideally, either in specific order or shuffled)
Return cards to original stacks with one click.
Ideally, cards on which users can write their own text and/or import picture.
What is the easiest way to achieve this?
Stencyl seems totally capable but can do more so the tutorials aren't focused on something so simple. Dulst is built for cards specifically, but it seems more oriented to a Pokemon-style attack-your-enemy's-cards game.
I started a new Xcode project with the ARKit template and simply replaced the "ship.scn" with my "test.scn" filename asset. The object is about 16.5mm wide and 4.8mm tall. The ship worked fine of course, but my test object that reads "test" does not rotate as I move around it, or scale when I move towards or away from it, yet it does track in one location.
I compared the ship and test attribute panels, and I can't find anything that is different about them, except that the ship is textured and my test text is not. What is inherently special about scn objects that would make them behave correctly in ARKit besides their size? I've read through the documentation about anchoring, but it seems like I wouldn't have to do this in code if it's already a scn object.
In case anyone wants to test the file I'm using in the ARKit template to see how it's behaving, the file is here: https://ufile.io/ey49t
I’m answering the question because I think it could help others that are making a similar mistake, but it can be closed if it doesn’t make sense.
The problem is that the size was much too large where I could not see scaling or rotation no matter how much I moved around the room. Compare the scaled size in the last attribute panel on the ship model - not its actual size. Then get the size of your own model scaled down enough so that it is actually resonable.
This answer provides a nice way to make smooth animations in SciLab. I now have to write a simulation of a body attached to two strings (and therefore its movement regarding some additional forces).
The code in the link works well to render movement of a single point and, unfortunately, I didn't manage to make an animation of a point + two lines using this method. If someone is curious, I tried this code to do it:
frametime=(tk-t0)/Nt//defining the waitnig time
plot(Y(1,1),Y(2,1),"o")//plotting the point
plot([0;Y(1,1)],[0;Y(2,1)],style=1)
plot([D;Y(1,1)],[0;Y(2,1)],style=1)//plotting the two initial lines
h1_compound = gce();
h_point=h1_compound.children
h_point.mark_size = 20;
h_point.mark_background = 2;
h_line1=h_compound.children
h_line2=h_compound.children
//h_axes = gca();
//h_axes.data_bounds = [0,-1;10,1];
realtimeinit(frametime);
for i=1:Nt//my vectors have Nt points
realtime(i);//wait "frametime" seconds before drawing the new position
h_point.data=[Y(1,i),Y(2,i)];
h_line1.data=[[0;Y(1,i)],[0;Y(2,i)]]
h_line2.data=[[D;Y(1,i)],[0;Y(2,i)]]
end
The question is: is there any way to make an animation of three shapes without making axes blink (as it is with the window refreshment) or other wierd stuff?
Since you didn't create a MCVE I can't reproduce your exact problem. But you may try to add drawlater(); before, and drawnow(); after your data modification to see if it does help with blinking or not.
Or you may get much better looking result by saving your plots in every round with xs2gif and assemble the animation with another gifmaker progam (there are free online sites to do this, however with some limitations). If you need to present your result, you should do this step anyway.
I am developing an application for viewing images.
I used the example of PhotoScroller Apple to implement this application.
In my application I want to be able to draw on the image.
I had the idea to put a UIView on top with transparent background and draw the lines via touch events. This solution has become very slow because the generated images are very large, around 3700x2000 pixels.
I also tried a solution with the example of Apple GLPaint that uses OpenGL, but it has a size limitation of 2048x2048 pixels.
Anyone have any idea or example of how I implement this?
I think you should try and tile your image.
One option is using CATiledLayer. Have a look at this short tutorial.
Or you could try and use CGContextDrawTiledImage to get your stuff done. Possibly this post from S.O. could help you getting started.