• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

naughtyusername

Members
  • Content count

    16
  • Joined

  • Last visited

Community Reputation

486 Neutral

About naughtyusername

  • Rank
    Member

Personal Information

  • Location
    USA
  1. Thank you so much! ive copied your post to my ToDo list and will start working on them later today.
  2. (Source is attached, there's too much to code tag in here.)   Hello, ive recently spent alot of time working on improving my OOP knowledge so i can make a game where the code files don't make me sick .   i would like some experienced C++ Programmers(SFML knowledge or Not) to review my code and let me know of any bonehead mistakes ive made, or areas where i could improve something, that kind of thing.   i do ask that you please don't comment on the formatting of the text, or something of the like.(i.e.things that don't help me with OOP, things that are mostly/wholly subjective opinions, Unless you 100% whole heatedly think that it is something that i need to know and would be very beneficial to me.)   Thanks!   (as of the build you guys can download, debug & release run perfectly and there is no errors (at least none ive noticed in the many hours with it.) (also id like to note, currently this isn't a game of any kind, im just working on mechanics (Gravity, Collision, Ect.) and as my knowledge grows i will slowly piece it into a game.)
  3.   To answer this directly. You have a couple of options. You can interact with each RectangleShape within the vector by doing what you are doing in the bricks loop: vector<sf::RectangleShape> bricks(10, sf::RectangleShape(Square)); bricks[3].setPosition(...); bricks[5].setPosition(...); Alternatively you can host a vector of pointers to RectangleShapes vector<sf::RectangleShape*> bricks; RectangleShape some_shape = sf::RectangleShape(); some_shape.setPosition(...); some_shape.setSize(...); bricks.push_back(&some_shape); some_shape.setPosition(40, 40); // now bricks[0].position == (40, 40) To address your code example explicitly, I don't think storing a bunch of drawables in a "bricks" array in this case, or many cases, is necessary. For instance, it may be better to maintain some sort of Player object or Enemy object that stores an sf::IntRect or something similar. With that IntRect you can use the intersects() method to more easily detect collision, or in the case you mention, you can detect when  enemy.collision_rect.intersects(screen_bounds), or conversely, when it does not. This way you can have a vector filled with enemies, or entities and loop through and update their screen positions. // Say an Enemy object has the members class Enemy { public: void update(); // updates position and updates bounds based on that sf::IntRect bounds; sf::Vector2f position; }; // Elsewhere you can maintain some list of enemies std::vector<Enemy> enemies; // add enemies enemies.push_back()... .. .. // // Iterate through them and update their position and bounds for(std::vector<Enemy>::iterator itr=enemies.begin(); itr!=enemies.end(); itr++) { itr->update(); // move each enemy if(!itr->bounds.intersects(screen_bounds)) // check if off screen itr = enemies.erase(itr); // if so, delete } // Then you can check the size of enemies and add new ones if needed if(enemies.size != 5) { // add new enemies } // Finally draw rects by translating one rectangle to the enemies positions sf::RectangleShape draw_me; for(auto& e : enemies) { draw_me.setPosition(e.getPos()); draw_me.setSize(e.getSize()); window.draw(draw_me); }  I'm not sure I hit all the points in your post, but I tried to hit a few here! Let me know if any of this helps.   Within the code example I purposely used two other ways of iterating through a vector(since you already showed your knowledge of stepping through based on the vector.size()).    WOW! Thanks a bunch! I'm gonna mess around with this for a bit now
  4. Hi, ive been able to draw as many shapes as i desire using a vector, the problem is im unsure of how to interact with them individually.   say for example, i want the max amount of enemies allowed to spawn to be 5, and when one of the currently spawned enemies exits the screen, it 'dies' then another one is allowed to spawn.   or in the case if when im making a snake game, how would i go about only drawing 1 shape at the end of my snake each time the snake 'eats' the 'food'.   do i have to use iterators? what would i have to use to do this kind of thing?   im not asking for anyone to write the code for me, i just dont know what i need to be using, and i dont have much experience with std::vectors and pretty much none of iterators. so just reading the C++ doc really hasn't helped me figure this out.   this is the basic (probably not optimal) code i have for drawing multiple shapes with a vector.(not full source, just the code for the shape vector) (what i see that i could do, but am not sure if optimal, or even if it will work as i havent tried yet, is have:   int MaxSpawn = 5;   if(Alive == true) {     for(int i = 0; i <= MaxSpawn; i++) Window.draw(Bricks[i]); } but thats not how i want to do it, because it doesnt do what i want still. outside the main game loop: sf::RectangleShape Square; vector<sf::RectangleShape> Bricks(10, sf::RectangleShape(Square)); for (int i = 0; i < Bricks.size(); i++) { Bricks[i].setSize(sf::Vector2f(25, 25)); Bricks[i].setFillColor(sf::Color::Green); Bricks[i].setPosition(20 + (i * 15), Height/2); } inside main loop: //Draw Here Window.clear(); for(int i = 0; i < Bricks.size(); i++) { Window.draw(Bricks[i]); } Window.display();