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Dante12129

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  1. And don't forget that the Mass Effect games bound all actions to one key so you would end up rolling in place rather than collecting some credits or whatever.
  2. I want a cool rider
  3. I know Lua uses one as the index. When I did my Tic-Tac-Toe game, I used an enum class of X, O, and Empty or so.
  4. Look at the source file, it includes GameObject.h. The header only uses a pointer to GameObject, so it doesn't actually need to know about it. The source file is what is actually using it, hence why you include it there. Since pointers and references are known sizes, the compiler can use them without full definitions of types.   Also, why is your factory method in a class when it could just be a free function in this case?
  5. Actually, Sprite does have a virtual destructor because sf::Drawable has one. Here are some link  on the SFML about inheriting from sf::Sprite.
  6. Why does the entity need to know about the scene?   Also, you shouldn't be inheriting from sf::Sprite. Make it a member and, if you want to use your class like the sprite, inherit from sf::Drawable and sf::Transformable. You'll need to override the draw method, and there are a few things that the Sprite has that aren't in either of those (color, bounds, and texture/texture rects).
  7. Well I used Lua for Windows before and it worked fine. I kinda figured I would need to compile Lua myself but I just wanted to see if there was anything besides compiling Lua that would work.
  8. I've recently switched from the official MinGW version that uses Drawf2 for exceptions(4.7.2) to the TDM version of MinGW so I could get access to the 4.8.1 features and a 64-bit compiler. I am now recompiling the libraries that I use beccause of the differenct systems of exceptions.   I have successfully rebuilt Boost, but when I try to use it to compile Luabind 0.9.1, it gives me an error that it is "skipping incompatible lua5.1.lib/.dll when searching for -llua5.1". I have LUA_PATH set correctly. What should I do?
  9. I'm in.
  10. Yeah I figured it out that it was the typo shortly after my post.
  11. Well I have it running with XAMPP and it's still giving me the, "Uncaught ReferenceError: main is not defined" error. All the files are in the XAMPP directory for where you put the stuff you want and I changed my HTML file to <html> <head> <title>Test</title> <link rel="stylesheet" type="text/css" href="http://localhost/main.css"> <script type = "text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> <script type = "text/javascript" src="http://localhost/main.js"></script> </head> <body onload = "console.log('Page fully loaded');"> <canvas id="mainCanvas" width = "200" height = "200" onContextMenu="javascript: return false;">Canvas not supported.</canvas> <p id = "test" onclick = "main();">Sample Text</p> </body> </html> The CSS still works fine and it's still the Javascript that's not working
  12. I have been experimenting with the <canvas> element lately, but I can't get any functions inside external Javascript files to work. They'll only work if I put them in my HTML file. My .js file is in the same directory as my .htm file.   index.htm <html> <head> <title>Test</title> <link rel="stylesheet" type="text/css" href="main.css"> <!--<script type = "text/javacript" src="http://code.jquery.com/jquery-latest.js"></script>--> <script type = "text/javacript" src="main.js"></script> </head> <body onload = "console.log('Page fully loaded');"> <canvas id="mainCanvas" width = "200" height = "200" onContextMenu="javascript: return false;">Canvas not supported.</canvas> <p id = "test" onclick = "main();">Sample Text</p> </body> </html> main.js function main() { var canvas = document.getElementById("mainCanvas"); var ctx=canvas.getContext("2d"); ctx.fillStyle="#FF0000"; ctx.fillRect(0,0,150,75); console.log("Drew rectangle"); } When I click the paragraph, Chrome's console gives me the message, "Uncaught ReferenceError: main is not defined." The css file is used perfectly. If I inspect the script element that contains the link to main.js, it'll show the correct path to it in a tooltip. I can't figure out what's going wrong.
  13. I agree with ZwodahS. SFML is much easier to use and is nice and OO and you don't have to include a bunch of add-on libraries to do simple things like drawing shapes and sound.
  14. I got it working, I just needed to do toolset=gcc after bld.
  15. The setup script is the setup.bat in the boostdir/libs/filesystem/example/test. I made sure it compiled with MinGW. I have used Boost to compile Luabind for MinGW, so I don't think it will be that.