Created
August 9, 2015 05:30
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SFML
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#include <QCoreApplication> | |
#include <SFML/Graphics.hpp> | |
#include <SFML/Network.hpp> | |
#include <vector> | |
std::vector<sf::Sprite*> getCharacterCryWalk(){ | |
//Load all textures into memory | |
sf::Texture walkState; | |
sf::Texture walkState_2; | |
sf::Texture walkState_3; | |
sf::Texture walkState_4; | |
walkState.loadFromFile("/home/reverseinverse/Documents/GitRepos/RPGNet/SampleClient/assets/character_0/cry/frame_0/walk1_0.png"); | |
walkState_2.loadFromFile("/home/reverseinverse/Documents/GitRepos/RPGNet/SampleClient/assets/character_0/cry/frame_0/walk1_1.png"); | |
walkState_3.loadFromFile("/home/reverseinverse/Documents/GitRepos/RPGNet/SampleClient/assets/character_0/cry/frame_0/walk1_2.png"); | |
walkState_4.loadFromFile("/home/reverseinverse/Documents/GitRepos/RPGNet/SampleClient/assets/character_0/cry/frame_0/walk1_3.png"); | |
std::vector<sf::Sprite*> Character_0; | |
sf::Sprite *State_0 = new sf::Sprite(); | |
State_0->setTexture(walkState); | |
State_0->setTextureRect(sf::IntRect(0,0,76,74)); | |
Character_0.push_back(State_0); | |
sf::Sprite *State_1 = new sf::Sprite(); | |
State_1->setTexture(walkState_2); | |
State_1->setTextureRect(sf::IntRect(0,0,76,74)); | |
Character_0.push_back(State_1); | |
sf::Sprite *State_2 = new sf::Sprite(); | |
State_2->setTexture(walkState_3); | |
State_2->setTextureRect(sf::IntRect(0,0,76,74)); | |
Character_0.push_back(State_2); | |
sf::Sprite *State_3 = new sf::Sprite(); | |
State_3->setTexture(walkState_4); | |
State_3->setTextureRect(sf::IntRect(0,0,76,74)); | |
Character_0.push_back(State_3); | |
return Character_0; | |
} | |
int main(int argc, char *argv[]) | |
{ | |
std::vector<sf::Sprite*> Character_0 = getCharacterCryWalk(); | |
QCoreApplication a(argc, argv); | |
sf::RenderWindow window(sf::VideoMode(1920, 1080), "My window"); | |
sf::Clock animationClock; | |
///////////////////////// | |
int walkCounter = 0; | |
//This is boilerplate code for testing a new map development | |
//Its time to preload all of our Game Assets. | |
while (window.isOpen()) | |
{ | |
sf::Event event; | |
while (window.pollEvent(event)) | |
{ | |
if (event.type == sf::Event::Closed) | |
window.close(); | |
} | |
if(animationClock.getElapsedTime().asMilliseconds() >= 150){ | |
if(walkCounter <= 2){ | |
walkCounter++; | |
}else{ | |
//Reset our walk animation | |
walkCounter = 0; | |
} | |
animationClock.restart(); | |
} | |
window.clear(sf::Color::White); | |
window.draw(*Character_0.at(walkCounter)); | |
window.display(); | |
} | |
return a.exec(); | |
} |
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