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Cryusaki

Member Since 28 Jun 2012
Offline Last Active Sep 18 2014 04:40 PM

Topics I've Started

C++ Functions run when I don't want them to

02 February 2014 - 11:19 AM

I want to make a function in main that will not run however just making the function causes it to run

I tried prototyping the function but I am using object that are made and in main and that is out of scope
That goes the same for above main, as the variables/objects inside were defined in main
How do I stop the program from running the function without calling it when I create it?


Help on basic Pong Ball AI

07 September 2013 - 09:46 AM

So my main issue when programming a game of pong is the ball reflection when it collides with the player or AI paddle. When I first made a pong game I just gave the ball's yvel a random value between -1 and 1 and just flipped the sign on the xvel when it struck the paddle but that is horrendously boring. The player needs some sort of control over the ball and I was going for the kind that when the ball strikes the paddle it is reflected in the direction based on where it struck the paddle.

 

There were a few ways I was going to go about this, the most simple seemed to split the paddle into a few sections. When the ball and paddle collide check how far down the middle of the ball hit the paddle and give the ball a preset yvel based on where it hit. Closer to the edges gave it a larger value and closer to the center made the yvel close into 0. This of course would go for beneath the center and would make the ball head downward.

 

However I thought there was a better way to do this. What I tried to do ended of working with some glitches. I would take the amount of pixel difference between the center of the ball and where it hit the paddle and made that into a reasonable yvel value. Its hard to explain so I will include code that I used which is in C++ SFML.

        // Ball/Paddle Collision
        else if(sBall.getPosition().x <= 30 &&
                sBall.getPosition().y + BALLHEIGHT >= sPaddle.getPosition().y &&
                sBall.getPosition().y <= sPaddle.getPosition().y + PADDLEHEIGHT)
        {
            bpdelta = (sBall.getPosition().y + BALLHEIGHT) - sPaddle.getPosition().y;
            std::cout << "BPDelta: " << bpdelta << std::endl;
            ballvelx = ballvelx * -1;
            if(bpdelta < 60)
            {
                ballvely = 1 / (bpdelta / 10);
                std::cout << "Delta <= 60" << std::endl;
                std::cout << ballvely << std::endl;
                if(ballvely > 0)
                    ballvely = ballvely + -1;
            }
            else if (bpdelta > 60)
            {
                bpdelta = bpdelta - 60;
                ballvely = bpdelta / 100;
                std::cout << "Delta > 60" << std::endl;
                std::cout << ballvely << std::endl;
            }
            else
                ballvely = 0;
        }

These are just things that I tried to do without copying anyone elses work, what I want to know is what is the easiest and proper way to do this. I am currently not concerned by spin with how fast the paddle was moving when striking the ball, thanks and sorry for the wall of text tongue.png


SFML Class Sprite Loading Function Help

15 August 2013 - 09:56 PM

So I created a basic pong game in SFML using a single main.cpp file. Now I want to better organize the game so I created a seperate class to handle loading in the sprites, displaying them and then destroying them. I wanted to keep everything simple so I made sure the loading in file was under Public: 

This is a line of code I use to load in a sprite 

    sf::Texture paddle;
    if(!paddle.loadFromFile("Paddle.png"))
        std::cout << "Could not load paddle." << std::endl;
    sf::Sprite sPaddle;
    sPaddle.setTexture(paddle); 

So in the main program I make a call to that function however when I debug and run the program it says that sPaddle was not declared in this scope. The function was called directly after declaring my variables and initializing the screen. Also the function is in the public section of the class. The line of code that is trying to call sPaddle specifically 

sPaddle.setPosition(0, SCREENHEIGHT/2 - (PADDLEHEIGHT/2));

comes directly after. What is wrong?

I never uploaded code before so if you need to look at it just let me know, Thanks smile.png


Looking for an Engine that suits me

27 May 2013 - 02:46 PM

I have been searching on and off for engine that I would like to use while learning programming but I can't seem to choose one

I plan on making a 2D singleplayer offline game in the sidescroller perspective in C++ or Java.

 

When looking at Engines they all seem to be either

3D based
2D but uses 'no programming' as a selling point (I want control over how my game works)

2D and in a language I dont know (I know Java and C++)

or is just no longer supported

 

I am thinking of GameMaker since it is reliable and well known with plenty of tutorials

I dont want to turn to the Android App route just yet

What should I use?


SFML 1.6 Sprite Vectors

25 November 2012 - 06:57 PM

So I learned that to control multiple sprites on the screen I should put them into a vector, controlling them from a vector and draw them from a vector, I have been looking all over the internet for good example but I just can't find any, I just want a simple and easy explanation on how it works. So if someone could show me through simple code or lead to a place I can learn it I would be very appreciative :)

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