SFML TransformToGlobal - bad idea?

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3 comments, last by agm_ultimatex 14 years, 1 month ago
Just working on a bit for a game, getting a simple square bouncing off the edges of the window. Presently, I have the window set at 800 x 600. I draw this box at 50, 50. It is 30 x 30 in size. I'm currently animating it, so it moves over to the right hand side of the screen. The problem is, even though I've done a check for this, it goes past the edge of the screen. However, if I start it at 0, 50 position, it does not. If I output the x value of the box (I use a class to store position and size info), it stays the same regardless. I'm fairly certain this is because of where ever it's drawn, that is its origin or 0,0. I am wondering if using TransformToGlobal might help, by specifying the 50, 50 in that, and starting the box at 0, 0. My concern is that I don't want to get into a bad habit of using this function, where game objects or sprites should refer to origin as the local starting position.
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What does the code look like?
here ya go sorry.

// Pong.cpp : Defines the entry point for the console application.//#include "stdafx.h"#include <SFML/Graphics.hpp>#include "Piece.hpp"#include <iostream>void updateBallPosition(Piece& ball, float ballSpeed, float timePassed);void updateBallPosition(Piece& ball, float ballSpeed, float timePassed){	float x = ball.GetX();	float y = ball.GetY();	float max_x = 800 - ball.GetSizeX();	float max_y = 600 - ball.GetSizeY();	if((x + (ballSpeed * timePassed)) <= max_x)	{		std::cout << "x: " << x << "\n";		ball.IncrementX(ballSpeed * timePassed);	}}int _tmain(int argc, _TCHAR* argv[]){	sf::RenderWindow app(sf::VideoMode(800, 600, 32), "Pong Clone");	Piece theBall(50, 50, 30, 30);	sf::Shape squarePiece;		squarePiece.AddPoint(theBall.GetX(), theBall.GetY(), sf::Color(255, 255, 255), sf::Color(255, 255, 255));	squarePiece.AddPoint(theBall.GetRightX(), theBall.GetY(), sf::Color(255, 255, 255), sf::Color(255, 255, 255));	squarePiece.AddPoint(theBall.GetRightX(), theBall.GetBottomY(), sf::Color(255, 255, 255), sf::Color(255, 255, 255));	squarePiece.AddPoint(theBall.GetX(), theBall.GetBottomY(), sf::Color(255, 255, 255), sf::Color(255, 255, 255));	squarePiece.AddPoint(theBall.GetX(), theBall.GetY(), sf::Color(255, 255, 255), sf::Color(255, 255, 255));	squarePiece.EnableFill(true);	app.SetFramerateLimit(100);	app.UseVerticalSync(false);	while(app.IsOpened())	{		sf::Event e;		while(app.GetEvent(e))		{			if(e.Type == sf::Event::Closed)			{				app.Close();			}			// if escape was pressed			if((e.Type == sf::Event::KeyPressed) && (e.Key.Code == sf::Key::Escape))			{				app.Close();			}		}		float timePassed = app.GetFrameTime();			app.Clear();		app.Draw(squarePiece);		app.Display();		squarePiece.SetX(theBall.GetX());		squarePiece.SetY(theBall.GetY());		updateBallPosition(theBall, 150.0f, timePassed);	}	return EXIT_SUCCESS;}
The squarePeice in your code states:
Create a rectangle sized 30 by 30, whose origin is at (-50, -50). Therefore when I translate the shape to (0,0), the top-left corner of the rectangle is at (50,50)

Try this:
const int width = 30;const int height = 30;Piece theBall(50, 50, width, height);sf::Shape squarePiece;const sf::Color& ballColor = sf::Color::White;squarePiece.AddPoint(0, 0, ballColor, ballColor);squarePiece.AddPoint(width, 0, ballColor, ballColor);squarePiece.AddPoint(width, height, ballColor, ballColor);squarePiece.AddPoint(0, height, ballColor, ballColor);squarePiece.AddPoint(0, 0, ballColor, ballColor);


This states:
Create a rectangle sized 30 by 30, whose origin is at (0, 0). Therefore when I translate the shape to (0,0), the top-left corner of the rectangle is at (0,0)
That did the trick thanks :).

Though I had to change the code for the color to:
const sf::Color& ballColor = sf::Color(255, 255, 255);
as well as the height and width to float.

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