It’s been a while since I posted anything here... I took part in two game jams back-to-back and spent some time resting afterward, but now I’m ready to dive back into the wonderful world of programming. Here’s a little project that changes color - I find it pretty mesmerizing. 👀
SFML 3.1 has just been released! 🥳🎉
It's a minor release, but brings major new features!
- Revamped text rendering with complex text layouts
- Supporting TLS, HTTPS, SFTP, and IPv6
- Better Unicode support
- Many Android and iOS improvements
https://t.co/HpmmK5Vhto
I finally got it right!
For an app like this, I just need to figure out the animation and text logic. And I'm slowly starting to think about making a more informative video that would help beginners.
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Lately, I've been obsessing over algorithm problems and CodeWars. I thought it would be cool to save interesting solutions here.
My solution to this problem was different, but it's something special!
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Today I made check_box and also changed the shooting logic. Now you don't have to click constantly; just hold the button. I made the cooldown at the end insane.
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It's been a while since I've uploaded anything... well, there's a very good reason for that. I'm an idiot. It took me a long time to figure out how screen resizing works. And, I'm sorry, when I switch a window to fullscreen, OBS doesn't want to grab it. o(TヘTo)
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I'm sitting here programming and suddenly I realize how much crap it is... I just look at my code and realize how much I need to change. So I'll be fixing the shooting, because it needs to be dynamic.
handleEvent() -> for short events
update(float dt) -> for dynamic events
I managed to add logic for several types of meteorites. This also inspired me to think about how this could be implemented in levels. Next time I'll final the mechanics of two meteorites falling from a bigger meteor.
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And I honestly feel like the more I add, the messier the code gets and the harder it is to work with. I'm planning on improving it in that direction in the coming days. But I'll also finish the victory condition and the victory screen.
Well, now it's more interesting, I made HP and the defeat condition, as well as their normal rendering depending on the screen size
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I managed to create a gameengine class in which I will implement all the gameplay aspects, and maybe I will improve it later. ٩(◕‿◕。)۶
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I finally figured out the sound problem, which was surprisingly related to data movement in memory. When data is removed from a std::vector, it is moved, which takes time and causes sound distortion.
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Today I spent a day to finally make my turret shoot, but I also remembered some trigonometry.
I wanted to do more, but I didn't have enough time. I also found a strange bug with the sound, where it sometimes doesn't play.
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Today I added background music, as well as transition states for it.
In addition, I finished programming projectiles and meteors, so tomorrow I will be working on collision and logic of hitting.
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Added the player class and the ability to rotate it in the direction of the mouse.
There is one point that it can rotate 90 degrees more than needed, just add an additional rotation when setting it up, this may depend on the texture you are using
So far, there are no significant changes. I'm preparing the classes that I'll be working with. I've also thought through the logic of the objects. (I'll show you everything later)
However, there's a funny way to use sf::getLocalBounds() and sf::getGlobalBounds()
My first videos on my small steps and teachings in learning C++ and SFML, in the future I plan to switch to OpenGL, Vulkan, but these are the problems of the future me. In the meantime, here.
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