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About rijvgt

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  1.   I have updated my post. Gl
  2.   Your current loop is wrong...     In case you want support with anything above your posted code you should also include it in your post.
  3.   I changed it to <ScreenManager.h> but it still gives me the same error   Mhh you havent posted the file where you implement the screenmanager... but you can see examples from the flare engine on what you are trying to achieve. Even if it has nothing to do with the fact that you're both using SFML, they seem to be following C++ standards.   For example you can see the #include "GameSwitcher.h" in the main https://github.com/clintbellanger/flare-engine/blob/master/src/main.cpp   And how it is implemented: https://github.com/clintbellanger/flare-engine/blob/master/src/GameSwitcher.h https://github.com/clintbellanger/flare-engine/blob/master/src/GameSwitcher.cpp
  4. The problem isn't related to SFML. I think you should #include "ScreenManager.h" in your main instead of the cpp cause (even if it didn't pop error)-logically that's your class definition and where creating an object should apply.   Hope I helped and goodluck with your game =]   //Haven't used it yet but FLARE (rpg) game engine could be helpful in case you're a novice like me, it seems clean and awesome.
  5. Could you explain how exactly the body of the snake gets distorted?   In case the snake is constantly moving, in each loop the only node that gets updated properly is the nodes[1] the rest will get older values(each loop will update nodes[i] with nodes[i-1]'s previous value instead of nodes[i-1]) because you loop from the bottom of the snake instead of it's head. (If your snake would stopped moving, after nodes.size() amount of frames the snake would get back together) No, that's the way it is supposed to be  but you're wasting the first node.size()-1 repeats of the loop/frame   In your code you have setted c.vy = 0; so when you use circles[0].yPosition-=circles[0].vy*(2*5); it doesnt really do anything cause this is always circles[0].yPosition-=0.    So you are currently only moving horrizontally.     Moreover, the following loop wouldn't work with the way you update the circles[0]'s position: (The circles wouldnt stay chainned)   for ( var i:int =4; i>0; i--) {                 circles[i].xPosition = circles[i-1].xPosition;                 circles[i].yPosition = circles[i-1].yPosition; }   // update circles[0] position     To fix the current way you handle the snake's head movement, try doing something like this: (Haven't tested it and it IS missing cases)   //update circles[0] position anyhow. circles[0].xPosition-=circles[0].vx*(2*5); circles[0].yPosition-=circles[0].vy*(2*5);   // Submit the changed position properly to the rest of the circles. for (int i=1; i<5; i++) { if (circles[i].yPosition != circles[i-1].yPosition) { if (circles[i].xPosition != circles[i-1].xPosition) circles[i].xPosition = circles[i-1].xPosition;   circles[i].yPosition-=( circles[i].vy*(2*5) - (the diameter of the circle)*i); } else { circles[i].xPosition-=circles[i].vx*(2*5); //apply the same you used on circles[0] }   }     Incase I'm wrong and that doesnt work , I would maybe advise you to control your FPS value(ie. lower it to like 1-5 in some cases), I think it would be easier to spot these kind of problems.