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Everything posted by ErhanK
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Hello there. I'm trying to get the texture path on pickinfo's surface. If I can get the path name, I'll specify the bullet impact effect from the postfix I added to the texture name (eg myTexture_wood or myTexture2_metal). But the nullptr value is returned. Here is my debug window. can anybody help?
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Is it correct to add the Baked lighting map from the blender cycles as an emission and diffuse shader to the leadwerks? I tried, but there's no decal on it. How would it be? Would it give such an image? Anybody try anything like that?
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This is my RTS project's mouse zoom code. I hope this c++ code can give you idea. float cameraDistance = 15.0f; float smoothness = 15.0f; float zoomRangeMin = 8.0f; float zoomRangeMax = 20.0f;; Vec3 playerCameraPos; Vec3 playerCameraNewPos; float scrollSpeedFPS; float mouseWheel; int getMouseWheelDirection() { int wheelReturn = 0; float mouseWheelPos = Window::GetCurrent()->GetMousePosition().z; if (mouseWheel != mouseWheelPos) { if (mouseWheelPos < mouseWheel) { wheelReturn = 2; //Wheel Down } else if (mouseWheelPos > mouseWheel) { wheelReturn = 1; //Wheel Up } mouseWheel = mouseWheelPos; } return wheelReturn; } void mouseMovement() { playerCameraPos = playerCamera->GetPosition(); playerCameraNewPos = playerCameraPos; scrollSpeedFPS = scrollSpeed * Time::GetSpeed(); if (playerCameraNewPos.y != cameraDistance) { playerCameraNewPos.y = Math::Curve(cameraDistance, playerCameraNewPos.y, smoothness / Time::GetSpeed()); } int mouseWheelDirection = getMouseWheelDirection(); if (mouseWheelDirection) { if (mouseWheelDirection == 1) { if (cameraDistance < zoomRangeMax) { cameraDistance = cameraDistance + 2; } } else if(mouseWheelDirection == 2){ if (cameraDistance > zoomRangeMin) { cameraDistance = cameraDistance - 2; } } } playerCamera->SetPosition(playerCameraNewPos); }
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Thanks. I love this feature too. I had to do it.?
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Of course. In the upper left corner there are rotation values related to the weapon.
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Thank you?! useful information for me. it's working
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the actual problem is here. i cant call this function.. both of them in the same class. Thanks for other reply.
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Hi, I have a few questions. I am using C ++. 1) For example, I have a derived entity class, and I have a derived actor class attached to this class. Pickinfo gives me an entity when the bullet hits this class. I can also access the atached actor with pickinfo.entity.GetActor (). But since it doesn't give me the class and actor I've derived, I can't call the giveHurt () function in them. 2) In the documentation, the ForEachEntityInAABBDo function can be called in main (). There is no problem. But I can't call the callback function of a class. Should I use a function pointer? world-> ForEachEntityInAABBDo(aabb, &MyClass::Callback, v); it does not work. Also I cannot call the callback function with a string. I need to solve these problems so that I can continue to improve my game. I can't get enough help from the forum. I will be glad if you help me.
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Anyway, this doesn't look odd because of the concept of my game. People can think of it as a ghost.
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this code solved the problem // tmpX and tmpY are global float x = 0; x = mouseDifference.y / mouseSensitivity; tmpX += x; if (tmpX > 20) { tmpX = 20; } else if (tmpX < -20) { tmpX = -20; } float y = 0; y = mouseDifference.x / mouseSensitivity; tmpY += y; if (tmpY > 60) { tmpY = 60; } else if (tmpY < -60) { tmpY = -60; } //CONVERT TO VECTOR Vec2 wpnRot; wpnRot.x = tmpX; wpnRot.y = tmpY; // SMOOTING smoothWeaponViewRot.x = Math::Curve(wpnRot.x, smoothedHurtOffset.x, 5); smoothWeaponViewRot.y = Math::Curve(wpnRot.y, smoothedHurtOffset.x, 5); //THEN testWeapon->entity->SetRotation(camRotation); //PLAYER ROTATION testWeapon->entity->Turn(smoothWeaponViewRot); //WEAPON VIEW ROTATION //now the weapon can navigate within the boundaries of the player's angle of view, according to the movement of the mouse.
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This bug occurred after upgrading to version 4.6. When I apply force to it, it seems to apply it to the object in a fixed and inverse direction.
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Well, I'll try after the slider problem that came with 4.6 :-) thanks
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The posplayer is only in the if condition.
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I just want to make this move. (time 0.12) But this is only happening when I look at the global z direction. https://youtu.be/_6xEFmViZ8o?t=12
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Thank you, josh. I tried, but the result is the same. I need to think more about it.
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Hi. I would like to make the rotation of the gun at -45 and +45 (or less) degrees relative to that of the camera. When I limit the values, it only works according to the world coordinate. For example, when I turn a full turn to the left, I have to turn a full turn right again so that the gun rotates in the right direction. I want to do a gun control like Insurgency game. How can I fix this? Here is my code. float currentTime = Time::GetCurrent(); Vec2 currentMousePos = Window::GetCurrent()->GetMousePosition(); Window::GetCurrent()->SetMousePosition(Math::Round(Context::GetCurrent()->GetWidth() / 2), Math::Round(Context::GetCurrent()->GetHeight() / 2)); Vec2 centerPos = Window::GetCurrent()->GetMousePosition(); currentMousePos.x = Math::Round(currentMousePos.x); currentMousePos.y = Math::Round(currentMousePos.y); mouseDifference.x = Math::Curve(currentMousePos.x - centerPos.x, mouseDifference.x, 2 / Time::GetSpeed()); mouseDifference.y = Math::Curve(currentMousePos.y - centerPos.y, mouseDifference.y, 2 / Time::GetSpeed()); camRotation.x = Math::Clamp(camRotation.x + mouseDifference.y / mouseSensitivity, -90, 90); camRotation.y = camRotation.y + (mouseDifference.x / mouseSensitivity); hurtOffset.x = Math::Inc(0, hurtOffset.x, 2 * Time::GetSpeed()); hurtOffset.y = Math::Inc(0, hurtOffset.y, 2 * Time::GetSpeed()); smoothedHurtOffset.x = Math::Curve(hurtOffset.x, smoothedHurtOffset.x, 3); smoothedHurtOffset.y = Math::Curve(hurtOffset.y, smoothedHurtOffset.y, 3); bobOffset.x = Math::Inc(0, bobOffset.x, Time::GetSpeed() * 0.8f); bobOffset.y = Math::Inc(0, bobOffset.y, Time::GetSpeed()); smoothedBobOffset.x = Math::Curve(bobOffset.x, smoothedBobOffset.x, 25); smoothedBobOffset.y = Math::Curve(bobOffset.y, smoothedBobOffset.y, 25); weaponViewRot.x = Math::Clamp(camRotation.x + mouseDifference.y / mouseSensitivity, -45, 45); weaponViewRot.y = Math::Clamp(camRotation.y + mouseDifference.x / mouseSensitivity, -45, 45); smoothWeaponViewRot.x = Math::Curve(weaponViewRot.x, smoothedHurtOffset.x, 5); smoothWeaponViewRot.y = Math::Curve(weaponViewRot.y, smoothedHurtOffset.x, 5); playerCamera->SetRotation(camRotation + smoothedBobOffset + smoothedHurtOffset); testWeapon->entity->SetRotation(camRotation + smoothWeaponViewRot); if (Window::GetCurrent()->MouseDown(1)) { testWeapon->weaponShoot(); }
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Hi. I want to load the player entity position from an object in the editor. It works very well but; I want to spawn in the center of the scene when there is no object named "info_player_start". When I remove the comment lines, it always spawns at the center of the scene. I don't understand why. Here is my code... #include "Game.h" Game::Game() { loadMap(); loadEntities(); player = new Player(playerStartPosition); } Game::~Game() { delete player; } void Game::loadMap() { std::string mapname = System::GetProperty("map", "Maps/start.map"); if (!Map::Load(mapname)) Debug::Error("Failed to load map \"" + mapname + "\"."); } void Game::loadEntities() { for (const auto e : World::GetCurrent()->entities) { if (e->GetKeyValue("name") == "info_player_start") { playerStartPosition = e->GetPosition(); } /*else { playerStartPosition = Vec3(0.0f, 0.0f, 0.0f); }*/ } } void Game::Update() { player->Update(); }
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Really? Ok thank you. I'll try
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Hi, I have a question. How can I use "PostRender" in c++ for drawing a rectangle like this lua script? I did but, screen is flickering. I think this is must be in PostRender --This function will be called after the world is rendered, before the screen is refreshed. --Use this to perform any 2D drawing you want the entity to display. function Script:PostRender(context) local window = context:GetWindow() context:SetBlendMode(Blend.Alpha) --draw selection rectangle if ( self.beginSelectPos ~= nil and self.endSelectPos ~= nil ) then context:SetColor(1,0,0,0.5) context:DrawRect(self.beginSelectPos.x, self.beginSelectPos.y, self.endSelectPos.x-self.beginSelectPos.x, self.endSelectPos.y-self.beginSelectPos.y) context:SetColor(0,0,0,0) end
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Accessing window or context by another class in CPP
ErhanK replied to ErhanK's topic in General Discussion
It's working thank you -
Hello, I created a C++ project and I have "Game" class and "Player" class..App class is creating game class.Game class is creating Player class and player class is creating camera etc.. How i can access or reference context or window class in the player class? For example : i want to call window->GetMousePosition() in the player class.