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tipforeveryone

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About tipforeveryone

  • Rank
    Advanced Member
  • Birthday 04/11/1989

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  • Gender
    Male
  • Location
    Hanoi, Vietnam
  • Interests
    3D Game making, Drawing, Playing games

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  1. Thanks !! additional question, with vector.clear(), will the vector be wiped out from memory ?
  2. I have this code std::vector<Texture*> spriteSequences; for (int i = 1; i <= 20; i++) { Texture* texture = nullptr; texture = Texture::Load(folderPath + "/" + String(i) + ".tex"); spriteSequences.push_back(texture); } in Destructor of my class MyClass::~MyClass() { delete[] spriteSequences; //this is not working } How can I delete a vector of Pointer ?
  3. Whhoo whoo, after 3 years with Lua, now I am feel confident to using cpp for my game.!

    1. aiaf

      aiaf

      gogo! , coming from c++ side i started to like lua, is really good for fast iterations/prototypes

  4. I realized that actual window size is smaller than input size in Window::Create(), why ? This does not happen in Lua game
  5. I created my project in cpp from scratch, and here is the code I used in main.cpp #include "Leadwerks.h" #include "GameControl.h" using namespace Leadwerks; int main() { iVec2 gfxmode = System::GetGraphicsMode(System::CountGraphicsModes() - 1); gfxmode.x = Math::Min(700, gfxmode.x); gfxmode.y = Math::Round(gfxmode.x * 9 / 16); Window* window = Window::Create("CSCDVMP cpp", 600, 600, gfxmode.x, gfxmode.y, Window::Titlebar); Context* context = Context::Create(window, 0); World* world = World::Create(); Pivot* gameControl = Pivot::Create(); GameControl* actor = new GameControl(); //this actor has PostRender() which I used to draw image gameControl->SetActor(actor); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; } In PostRender() function of my actor Context::GetCurrent()->DrawImage( myimage, Window::GetCurrent()->GetWidth() - myimage->GetWidth(), 0, myimage->GetWidth(), myimage->GetHeight() ); as my expectation, myimage will be displayed on the top right corner of screen, but this look like this instead window size seems to be larger than actual game display. It is ok if I use Window::FullScreen in Window::Create()
  6. wow how could you create that road !! look awesome
  7. I put some Pivots in Editor around my map and attach a script to each of them, here is the script function Script:Start() self.entity:SetKeyValue("type","spawnPosition") end In spawn.php //#include <iostream> was on top //#include <list> was on top std::list<Entity> spawnPosition; for (int x = 0; x < world->CountEntities(); x++) { Entity* entity = world->GetEntity(x); if (entity->GetKeyValue("type") == "spawnPosition") { spawnPosition.push_back(entity); } } and I got this error Severity Code Description Project File Line Suppression State Error C2664 'void std::list<int,std::allocator<_Ty>>::push_back(const _Ty &)': cannot convert argument 1 from 'Leadwerks::Entity *' to '_Ty &&' CSCDVMP d:\google drive\w3ateam\game development\cscdvmp\projects\windows\playerclass.cpp 160 what is the right way?
  8. I return to leadwerks cpp learning process and I did not find any example file like in tutorial, so that I can't learn from it https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors This should be fixed. or the example code should be put into this tutorial page, maybe Josh is too busy to fix this
  9. Anyone remind me a function which returns animation ID of a model by input Animation name? something like this: local animID = model:GetAnimationID("running_loop") I think this function is not in document but it exists I remember that Josh told me about it once
  10. copy that "Failed to load texture..." line here. I don't get which texture loaded fail
  11. He put "Sol" entity to the input, this is really weird. What is that Sol object ? a pivot ?
  12. I have more simple one, only for detecting mouse scroll up/down, not for calculating HOW much scroll in Main.lua, add this at the bottom of main while loop (right above "end") lastMouseZ = window:GetMousePosition().z and add this as a Global function MouseScrollDirection = function() if window:GetMousePosition().z < lastMouseZ then return 1 --scolled up elseif window:GetMousePosition().z > lastMouseZ then return 2 --scrolled down elseif window:GetMousePosition().z == lastMouseZ then return 0 end --no scroll end Use this function in any Script:UpdateWorld() function to detect mouse scroll function Script:UpdateWorld() if MouseScrollDirection == 1 then --do something with scroll up --example: camera:Move(0,0,1) end if MouseScrollDirection == 2 then --do something with scroll down --example: camera:Move(0,0,-1) end end
  13. Finally, I finished creating a Dynamic AI Behavior System, that means there won't be a same combat situation each time player replay the map.
  14. sometime it just happens because you change model with a new bones structure/name in scene
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