Author Topic: Help with C++  (Read 9440 times)

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Offline Happybobjr

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Re: Help with C++
« Reply #15 on: October 22, 2011, 02:52:24 pm »
have you not seen it?  It was my first axe game <3


Note: I have changed it since, and mass optimized for speed.  (lol should probably take out of Full speed now :P )
         
« Last Edit: October 22, 2011, 02:56:15 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
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Offline Munchor

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Re: Help with C++
« Reply #16 on: October 22, 2011, 03:04:22 pm »
have you not seen it?  It was my first axe game <3


Note: I have changed it since, and mass optimized for speed.  (lol should probably take out of Full speed now :P )
         

Of course I know it, go check the topic, I was super excited about the game at the time :D

Offline Happybobjr

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Re: Help with C++
« Reply #17 on: October 22, 2011, 03:06:33 pm »
Wow i was such a noob back then.
The biggest day of my life... when I realized how slow displaying the graph is :P
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
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Offline Happybobjr

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Re: Help with C++
« Reply #18 on: October 29, 2011, 02:31:55 pm »
In axe we can use Pt-On(x,y,Pic1)
How can I do that in C++.
I am using SDL
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
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Offline Munchor

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Re: Help with C++
« Reply #19 on: October 29, 2011, 02:38:29 pm »
In axe we can use Pt-On(x,y,Pic1)
How can I do that in C++.
I am using SDL

Try this. I found it through Google, a very useful website!

Offline Happybobjr

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Re: Help with C++
« Reply #20 on: October 29, 2011, 02:40:03 pm »
lol.  I asked here because I am very fluent in axe, so i thought you guys may be able to explain it better to me than other people :/
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
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Offline Scipi

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Re: Help with C++
« Reply #21 on: October 29, 2011, 04:14:27 pm »
It seems like in SDL, as in SFML, you need a pointer to the image. You take that pointer and use SDL_BlitSurface() like so:

param1: pointer to image

param 2: Rect image is stored in

param3: pointer to screen

param4: Rect with x,y coords of where to draw to the screen.

SFML, I think, has an easier drawing method of:

Code: [Select]
sf::RenderWindow App(sf::VideoMode(WindowWidth, WindowHeight, 32), "title");

sf::Image img;//Image data
img.LoadFromFile("img.png");
sf::Sprite imgSprite(img);//Pointer to data
imgSprite.SetPosition(x, y)

App.Draw(imgSprite)

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