Jump to content
jamesbowers

Problem!!! - (Locked)

Recommended Posts

Hi guys! I have a problem that i hope you give me an advice to solve it. I have writing this code and it doesn't run cuz its a problem.
C2562 'Draw':'void' function returning a vaue.....
I dont know what to correct.

 

Screenshot.png

Share this post


Link to post
Share on other sites

Welcome to the AutoIt forum.

Unfortunately you appear to have missed the Forum rules on your way in. Please read them now - particularly the bit about not discussing game automation - and then you will understand why you will get no help and this thread will now be locked.

See you soon with a legitimate question I hope.

The Moderation team


SciTE4AutoIt3 Full installer Download page   - Beta files       Read before posting     How to post scriptsource        Forum Rules
 
Live for the present,
Dream of the future,
Learn from the past.
  :)

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Similar Content

    • By orbs
      for a savvy c++ developer, how hard would it be to compile this into a standalone Win32 console executable?
      i have almost no experience with c++ (and i have no need for any more, since i have AutoIt for pretty much all my requirements). i can compile a simple "hello world" executable (and even embed the mfc dll for backward compatibility). but i am quite interested with that project. your opinion?
       
      P.S. this relates to AutoIt quite simply - once (if and when) i have that project as a standalone executable, i have a GUI made with AutoIt to execute it, then post-process and display the output.
       
    • By Dragonfighter
      Autoit version: 3.3.14.5
      System: Windows 10 Home x64
      C++ IDE: Code::Blocks 17.12
      When I call the Dll that I wrote it give me how return value -1073741819 and exit value 3221225477, I tried changing variables type but it didn't work.
      This is the Autoit code:
      #Region ;**** Directives created by AutoIt3Wrapper_GUI **** #AutoIt3Wrapper_UseX64=n #EndRegion ;**** Directives created by AutoIt3Wrapper_GUI **** $dll = DllOpen(@ScriptDir & "\Test.dll") DllCall($dll, "NONE", "TestFunction", "STR", "1 string", "STR", "2 string", "STR", "3 string", "INT", 1) ;Here crash and doesn't show the MsgBox MsgBox(0, "", @error) DllClose($dll) This is the main.cpp code:
      #include <iostream> #include <Windows.h> #include "main.h" using namespace std; extern "C" { DECLDIR void TestFunction(std::string string1, std::string string2, std::string string3, int number1) { std::cout << string1 << std::endl; std::cout << string2 << std::endl; std::cout << string3 << std::endl; std::cout << number1 << std::endl; } } And that is the main.h:
      #ifndef _DLLTEST_H_ #define _DLLTEST_H_ #define DLL_EXPORT #if defined DLL_EXPORT #define DECLDIR __declspec(dllexport) #else #define DECLDIR __declspec(dllimport) #endif extern "C" { DECLDIR void TestFunction(std::string string1, std::string string2, std::string string3, int number1); } #endif  
      And the values of the variables that write to the SciTe console ae completely different.
      Here I attach the console output of the SciTe editor:
      >"C:\Program Files (x86)\AutoIt3\SciTE\..\AutoIt3.exe" "C:\Program Files (x86)\AutoIt3\SciTE\AutoIt3Wrapper\AutoIt3Wrapper.au3" /run /prod /ErrorStdOut /in "C:\Users\DragonFighter\Desktop\Dll test.au3" /UserParams +>10:30:08 Starting AutoIt3Wrapper v.17.224.935.0 SciTE v.3.7.3.0 Keyboard:00000410 OS:WIN_10/ CPU:X64 OS:X64 Environment(Language:0410) CodePage:0 utf8.auto.check:4 +> SciTEDir => C:\Program Files (x86)\AutoIt3\SciTE UserDir => C:\Users\DragonFighter\AppData\Local\AutoIt v3\SciTE\AutoIt3Wrapper SCITE_USERHOME => C:\Users\DragonFighter\AppData\Local\AutoIt v3\SciTE >Running AU3Check (3.3.14.5) from:C:\Program Files (x86)\AutoIt3 input:C:\Users\DragonFighter\Desktop\Dll test.au3 +>10:30:08 AU3Check ended.rc:0 >Running:(3.3.14.5):C:\Program Files (x86)\AutoIt3\autoit3.exe "C:\Users\DragonFighter\Desktop\Dll test.au3" --> Press Ctrl+Alt+Break to Restart or Ctrl+Break to Stop �Á+���Uø‰q�‰A�‹O`ÆEÿ�èèÖÿÿƒÄ €}ÿ!>10:30:10 AutoIt3.exe ended.rc:-1073741819 +>10:30:10 AutoIt3Wrapper Finished. >Exit code: 3221225477 Time: 3.414  
      Thanks in advance for every reply.
    • By marcoauto
      Ciao
      I would like to control an ATEM Video Mixer from autoit. I downloaded his SDK which is written in c ++ and I found the sequences to interface, but I was not able to convert the script to self.
      The instructions say to follow this sequence:
      and to connectTo with C++ is:
      string address = "192.168.1.240"; _BMDSwitcherConnectToFailure failureReason = 0; IBMDSwitcher switcher = null; var discovery = new CBMDSwitcherDiscovery(); discovery.ConnectTo(address, out switcher, out failureReason); From Blackmagic SDK:
      IBMDSwitcherDiscovery::ConnectTo method
      The ConnectTo method connects to the specified switcher and returns an IBMDSwitcher object interface for the switcher.
      Syntax HRESULT ConnectTo (string deviceAddress, IBMDSwitcher** switcherDevice, BMDSwitcherConnectToFailure* failReason); Parameters: deviceAddress in Network hostname or IP address of switcher to connect to. switcherDevice out IBMDSwitcher object interface for the connected switcher. failReason out Reason for connection failure as a BMDSwitcherConnectToFailure value. So, I have I tried these solutions but with non success:
      $DllName =@ScriptDir&"\BMDSwitcherAPI.dll" $result = DllCall($DllName, "none", "IBMDSwitcherDiscovery::ConnectTo" & @CRLF) ConsoleWrite("DLLCall Result: " & $result & @CRLF) and I have tried also create an Object (That I think is the best way solution):
      #include <MsgBoxConstants.au3> $oSwitcher=ObjCreate("IBMDSwitcher") If IsObj($oSwitcher) Then MsgBox(64, "", "Object $oSwitcher created successfully") EndIf $oAtem=ObjCreate("IBMDSwitcherDiscovery") If IsObj($oAtem) Then MsgBox(64, "", "Object $oAtem created successfully") EndIf $failureReason =ObjCreate("_BMDSwitcherConnectToFailure") If IsObj($failureReason) Then MsgBox(64, "", "Object $failureReason created successfully") EndIf $oMyError = ObjEvent("AutoIt.Error", "MyErrFunc") ; Install a custom error handler Global $errore,$oSwitcher1 $oAtem.ConnectTo("192.168.1.36",$oSwitcher,$failureReason); ; This is the custom error handler Func MyErrFunc() $HexNumber = Hex($oMyError.number, 8) MsgBox(0, "", "We intercepted a COM Error !" & @CRLF & _ "Number is: " & $HexNumber & @CRLF & _ "Windescription is: " & $oMyError.windescription & @CRLF & _ "Source is: " & $oMyError.source & @CRLF & _ "Description is: " & $oMyError.description & @CRLF & _ "Helpfile is: " & $oMyError.helpfile & @CRLF & _ "Helpcontext is: " & $oMyError.helpcontext & @CRLF & _ "Lastdllerror is: " & $oMyError.lastdllerror & @CRLF & _ "Scriptline is: " & $oMyError.scriptline) EndFunc ;==>MyErrFunc But the result is:
      We intercepted a COM Error !
      Number is: 000000A9
      Windescription is: Variable must be of type 'Object'.
      Source is: 
      Description is: 
      Helpfile is: 
      Helpcontext is: 
      Lastdllerror is: 0
      Scriptline is: 17
      The BMDSwitcherAPI.dll is registered in system. Can someone help me?
      Grazie
      Marco
    • By Dragonfighter
      #include <iostream> #include <fstream> #include <string> int main () { std::ifstream is ("image.png", std::ifstream::binary); unsigned char buffer_array[4][4]; if (is) { is.seekg (0, is.end); int length = is.tellg(); is.seekg (0, is.beg); char * buffer = new char [length]; is.read (buffer,length); //Here I get the error unsigned char * buffer_str=buffer; for (int count1=0; count1<4; count1=count1+1) { for (int count2=0; count2<4; count2=count2+1) { //Here I get the others two errors buffer_array[count1][count2]=buffer_str.substr(0, 2); buffer_str.erase(0, 2) }; }; return 0; }; }; My goal is to split the binary buffer of the image.png in an array, I tried using string modifiers but I get two errors: request for member 'erase' in 'buffer_str', which is of non-class type 'unsigned char*' thats what I get when build.
       
       
    • By Xandy
      I wanted to start using SDL2 libraries in C++.
      This is a Hello World project that covers some of the essentials of programming with SDL2.
      I will use it when I forget how to create an SDL2 project.
      Loads a scrolling background image for world. Mouse position, left click, and double click example. Hotkeys and cooldown timers to prevent hotkey spam. Plays background music. (ALT + P) Plays sound effects changing sprite type. (numpad: /, *, -, +) Features a Player class for multiplayer. Player collision detection. Uses a Window class from Lazyfoo for maximize button, fullscreen ext.. Built using MSVS 2013 (free).  All dlls and libraries included and linked (for MSVS) using relative paths. You can probably run the SDL2_HelloWorld.sln without setting up any libraries. Note SDL_Net is setup but not used. Delta time used to create consistent frame rate across machines. Player animation sprite sheet:  
      Demo: Slimy's First Kiss
      Download Source and project: http://songersoft.com/programming/sdl2_helloworld/sdl2_helloworld_about.phtml
      This isn't meant to be amazing.  It's just to help get started with SDL2.
      I will consider any criticism.
      main.cpp
      // This example HelloWorld followed this video: // https://www.youtube.com/watch?v=M4Jgz0wEQxY // Turned into this // https://www.youtube.com/watch?v=yRpen8jOa08&list=PL77-op_SRaiEuC0YC43ZAUJJwL_G_C2z8&index=15 // Window class was copied from Lazyfoo // http://lazyfoo.net/tutorials/SDL/35_window_events/index.php #include <iostream> #include <string> #include "SDL.h" #include "SDL_image.h" #include "SDL_ttf.h" #include "SDL_mixer.h" #include "SDL_net.h" #include "Player.h" #include "Window.h" using namespace std; // Prototypes SDL_Texture *LoadTexture(string filepath, SDL_Renderer *renderTarget); void logSDLError(const string); SDL_Rect sdlrect(int, int, int, int); SDL_Surface *OptimizedSurface(string filepath, SDL_Surface *windowSurface); // if(okAlt) either Alt key is pressed OrKeyALT #define okAlt (k[SDL_SCANCODE_RALT] || k[SDL_SCANCODE_LALT]) int main(int argc, char *argv[]) { // Needed for the initialize block Window window; SDL_Renderer *renderTarget = nullptr; // Initialize SDL2 if (SDL_Init(SDL_INIT_EVERYTHING) < 0) { logSDLError("SDL_Init "); } // Initialize SDL_image if (!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)) { cout << "Could not initialize SDL_image: " << IMG_GetError() << std::endl; SDL_Delay(5500); } // Initialize TTF if (TTF_Init() < 0) cout << "TTF_Init " << TTF_GetError() << endl; //Create window if (!window.init("SDL2 Hello World", 640, 480, "../../Graphics/iconbmp.bmp")) { printf("Window could not be created! SDL Error: %s\n", SDL_GetError()); } else { //Create renderer for window renderTarget = window.createRenderer(); if (renderTarget == NULL) { printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError()); } } // Audio if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) { cout << "Mix_OpenAudio: " << Mix_GetError() << endl; } // Load sounds: Run chunk if less than 10 sec, music if greater (generally) //Mix_Music *bgm = Mix_LoadMUS("../../Sounds/overworld.mid"); // Can't Pause MIDI Mix_Music *bgm = Mix_LoadMUS("../../Sounds/bensound-goinghigher.mp3"); cout << Mix_GetError() << endl; // Font and text SDL_Texture *text_texture = nullptr; SDL_Color textColor = { 144, 77, 255, 255 }; TTF_Font *font = TTF_OpenFont("../../Graphics/Fonts/VCR_OSD_MONO.ttf", 20); if (font) { SDL_Surface *textSurf = TTF_RenderText_Solid(font, "Hello world", textColor); text_texture = SDL_CreateTextureFromSurface(renderTarget, textSurf); SDL_FreeSurface(textSurf); } else cout << TTF_GetError() << endl; SDL_Rect textRect = { 0, 0, 0, 0 };// Position of text on window // Get the size of the text_texture SDL_QueryTexture(text_texture, NULL, NULL, &textRect.w, &textRect.h); const int playerMax = 8; int players = 2; float prevTime = 0, currentTime = 0, deltaTime = 0; bool fullscreen_toggle = 0; int i = 0, ii = 0; int redraw = 1; bool done = 0; // Load player sprite sheet and background texture SDL_Texture *spritesheet_texture = LoadTexture("../../Graphics/DW3_Char_SpriteSheet.png", renderTarget); SDL_Texture *bg_texture = LoadTexture("../../Graphics/dw3-over.png", renderTarget); int bg_texture_w = 0, bg_texture_h = 0; // Point k to Keyboard state (only needs done here, not in main loop) const Uint8 *k = SDL_GetKeyboardState(NULL); SDL_Event windowEvent; // Stop keys spamming (like music ON / OFF) float key_cooldown_timer_max = 500.0f, key_cooldown_timer = 0; SDL_Rect cameraRect = { 0, 0, window.getWidth(), window.getHeight()}; // Construct default players Player player[playerMax]; // Customize players (texture and position) for (i = 0; i < players; i++)//(sprite texture, position x, position y) player[i].Player_new(spritesheet_texture, window.getWidth() / 2 + i * 16, window.getHeight() / 2); // Get the size of bg_texture SDL_QueryTexture(bg_texture, NULL, NULL, &bg_texture_w, &bg_texture_h); // Main message loop while (!done) { prevTime = currentTime; currentTime = SDL_GetTicks(); deltaTime = (currentTime - prevTime) / 1000.0f; while (SDL_PollEvent(&windowEvent) != 0) { // Check for events if (windowEvent.type == SDL_QUIT) { // Window Exit done = 1; } else if(windowEvent.type == SDL_MOUSEBUTTONDOWN) { // Mouse buttons if (windowEvent.button.clicks == 2) { // Double left click redraw = 1; } else if (windowEvent.button.button == SDL_BUTTON_LEFT) { // Single left click redraw = 1; } // Output mouse position cout << "Mouse: " << windowEvent.button.x << " " << windowEvent.button.y << endl; } }// if(SDL_PollEvent(&windowEvent)) if (okAlt) { // Either ALT key if (k[SDL_SCANCODE_RETURN]) { // ALT + ENTER, toggle fullscreen // Consider matching current window resolution to closest preset array of valid full screen resolutions. fullscreen_toggle = 1; } if (k[SDL_SCANCODE_P]) { if (SDL_GetTicks() - key_cooldown_timer > key_cooldown_timer_max) { // Action cooldown timer is ready. Avoids ON / OFF flicker // Play Music if (!Mix_PlayingMusic()) { cout << "PLAY"; Mix_PlayMusic(bgm, -1); } else if (Mix_PausedMusic()) { cout << "RESUME"; Mix_ResumeMusic(); } else { cout << "PAUSE"; Mix_PauseMusic(); } key_cooldown_timer = SDL_GetTicks(); } }// SDL_SCANCODE_P if (k[SDL_SCANCODE_S]) { // Stop Music Mix_HaltMusic(); } }// okAlt //Handle window events fullscreen_toggle = window.handleEvent(windowEvent, renderTarget, fullscreen_toggle); // Player Update and IntersectsWith for (i = 0; i < players; i++) { player[i].Update(deltaTime, k); for (ii = 0; ii < players; ii++) { if(i != ii)// Not self player[i].IntersectsWith(player[ii]); } } // Camera cameraRect.x = player[0].GetOriginX() - window.getWidth() / 2; cameraRect.y = player[0].GetOriginY() - window.getHeight() / 2; // Normalize if (cameraRect.x < 0) cameraRect.x = 0; if (cameraRect.y < 0) cameraRect.y = 0; if (cameraRect.x + cameraRect.w >= bg_texture_w) cameraRect.x = bg_texture_w - window.getWidth(); if (cameraRect.y + cameraRect.h >= bg_texture_h) cameraRect.y = bg_texture_h - window.getHeight(); redraw = 1; // Don't judge me if (redraw) { // Redraw should definatly pretty much be at the end of loop // Clear window SDL_RenderClear(renderTarget); // Copy camera from bg_texture SDL_RenderCopy(renderTarget, bg_texture, &cameraRect, NULL); // Draw players for (i = 0; i < players; i++) player[i].Draw(renderTarget, cameraRect); // Print text SDL_RenderCopy(renderTarget, text_texture, NULL, &textRect); // Show the rendered content SDL_RenderPresent(renderTarget); redraw = 0; }// if(redraw) }// while(true) // Free windows window.free(); SDL_DestroyTexture(bg_texture); SDL_DestroyTexture(spritesheet_texture); SDL_DestroyTexture(text_texture); TTF_CloseFont(font); // Free Renderers SDL_DestroyRenderer(renderTarget); // Free music Mix_FreeMusic(bgm); // Close systems Mix_Quit(); TTF_Quit(); IMG_Quit(); SDL_Quit(); return EXIT_SUCCESS; }// main() SDL_Texture *LoadTexture(string filepath, SDL_Renderer *renderTarget) { // Create texture SDL_Texture *texture = nullptr; // Load surface SDL_Surface *surface = IMG_Load(filepath.c_str()); if (surface == NULL) { // surface didn't load logSDLError("LoadTexture surface "); } else { SDL_SetColorKey(surface, SDL_TRUE, SDL_MapRGB(surface->format, 0, 0, 0)); texture = SDL_CreateTextureFromSurface(renderTarget, surface); //SDL_SetTextureColorMod(texture, 120, 150, 140); if (texture == NULL) logSDLError("LoadTexture texture "); } SDL_FreeSurface(surface); return texture; } void logSDLError(const string msg){ cout << msg << " Error: " << SDL_GetError() << endl; SDL_Delay(4000); } SDL_Rect sdlrect(int x, int y, int w, int h) { SDL_Rect rect = {x, y, w, h}; return rect; } SDL_Surface *OptimizedSurface(string filepath, SDL_Surface *windowSurface) { SDL_Surface *optimizedSurf = nullptr; SDL_Surface *surface = IMG_Load(filepath.c_str()); if (surface == NULL) { cout << "Error: " << endl; } else { optimizedSurf = SDL_ConvertSurface(surface, windowSurface->format, 0); if (optimizedSurf == NULL) cout << "Error: " << endl; } SDL_FreeSurface(surface); return optimizedSurf; } Player.h
      #pragma once #include <iostream> #include "SDL.h" #include <String> #include "SDL_mixer.h" using namespace std; enum player_control { ePlayer_control_up, ePlayer_control_down, ePlayer_control_left, ePlayer_control_right, ePlayer_control_type_minus, ePlayer_control_type_plus }; class Player { private: SDL_Rect cropRect; SDL_Texture *texture; int spritesheet_texture_w, spritesheet_texture_h;//size of spritesheet texture bool isActive;//animation timer SDL_Scancode keys[6]; int frame_w, frame_h;//16, 16 float frameTimerMax; float frameTimer;//0..frameTimerMax int frame;//0..1 int frameMax;//2 int way;//0..3 int classType;//0..53 float moveSpeed; float cast_cooldown_max; Mix_Chunk *soundEffect; int originX, originY; int radius; Uint32 key_cooldown_timer; string name; public: void Player_new(SDL_Texture *spritesheet_texture, int x, int y); Player(); ~Player(); void Update(float delta, const Uint8 *keyState); void Draw(SDL_Renderer *renderTarget, SDL_Rect cameraRect); bool IntersectsWith(Player &p); int GetOriginX(); int GetOriginY(); int GetRadius(); SDL_Rect positionRect; }; Player.cpp
      #pragma once #include "Player.h" #include "SDL_image.h" #include "SDL_mixer.h" #include <iostream> #include <String> #include <cmath> using namespace std; Player::Player() { cropRect = {0, 0, 16, 16}; texture = nullptr; spritesheet_texture_w = spritesheet_texture_h = 0;//size of spritesheet texture isActive = false;//animation timer keys[6]; frame_w = frame_h = 16;//16, 16 frameTimerMax = 0.5f; frameTimer = 0;//0..frameTimerMax frame = 0;//0..1 frameMax = 2;//2 way = 0;//0..3 classType = 0;//0..53 moveSpeed = 200.0f; radius = frame_w / 2; soundEffect = nullptr; key_cooldown_timer = 0; cast_cooldown_max = 190.0f; static int playerNumber = 0; playerNumber++; name = "Player:" + to_string(playerNumber); // Setup keys for player 1 // ** I see the enum didn't exist when this was written ** if (playerNumber == 1) { keys[0] = SDL_SCANCODE_W; keys[1] = SDL_SCANCODE_S; keys[2] = SDL_SCANCODE_A; keys[3] = SDL_SCANCODE_D; keys[4] = SDL_SCANCODE_KP_MINUS; keys[5] = SDL_SCANCODE_KP_PLUS; } else { // Setup keys all other players (not 1) keys[0] = SDL_SCANCODE_UP; keys[1] = SDL_SCANCODE_DOWN; keys[2] = SDL_SCANCODE_LEFT; keys[3] = SDL_SCANCODE_RIGHT; keys[4] = SDL_SCANCODE_KP_DIVIDE; keys[5] = SDL_SCANCODE_KP_MULTIPLY; } }//Player::Player() void Player::Player_new(SDL_Texture *spritesheet_texture, int x, int y) { // This is new player isActive = false; // Read size of spritesheet texture SDL_QueryTexture(spritesheet_texture, NULL, NULL, &spritesheet_texture_w, &spritesheet_texture_h); texture = spritesheet_texture; // spritesheet rect cropRect = { 0, 0, 16, 16 }; // player screen position positionRect = { x, y, 16, 16 }; // Defaults moveSpeed = 200.0f; radius = frame_w / 2; frameTimer = 0; frame = 0; frameMax = 2; way = 0; classType = 0; originX = frame_w / 2; originY = frame_h / 2; soundEffect = Mix_LoadWAV("../../Sounds/whipcrack1.wav"); cout << "Name: " << name << endl; }//Player::Player_new() void Player::Update(float delta, const Uint8 *keyState) { isActive = true; if (keyState[keys[ePlayer_control_up]]) { way = 0; positionRect.y -= moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_down]]) { way = 1; positionRect.y += moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_left]]) { way = 3; positionRect.x -= moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_right]]) { way = 2; positionRect.x += moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_type_minus]]) { if (SDL_GetTicks() - key_cooldown_timer > cast_cooldown_max) { key_cooldown_timer = SDL_GetTicks(); Mix_PlayChannel(-1, soundEffect, 0); classType--; if (classType < 0) classType = spritesheet_texture_h / cropRect.h - 1; cropRect.y = classType * cropRect.h; } } if (keyState[keys[ePlayer_control_type_plus]]) { if (SDL_GetTicks() - key_cooldown_timer > cast_cooldown_max) { key_cooldown_timer = SDL_GetTicks(); Mix_PlayChannel(-1, soundEffect, 0); classType++; if (classType >= spritesheet_texture_h / cropRect.h) classType = 0; cropRect.y = classType * cropRect.h; } } if (isActive) { frameTimer += delta; if (frameTimer >= frameTimerMax){ frameTimer = 0; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); if (frame >= frameMax - 1) frame = 0; else frame++; } } else { frameTimer = 0; } }//Player::Update() void Player::Draw(SDL_Renderer *renderTarget, SDL_Rect cameraRect) { SDL_Rect drawingRect = { positionRect.x - cameraRect.x, positionRect.y - cameraRect.y, positionRect.w, positionRect.h }; SDL_RenderCopy(renderTarget, texture, &cropRect, &drawingRect); } bool Player::IntersectsWith(Player &p){ if (sqrt(pow(GetOriginX() - p.GetOriginX(), 2) + pow(GetOriginY() - p.GetOriginY(), 2)) >= radius + p.GetRadius()) { SDL_SetTextureColorMod(texture, 255, 255, 255); return false; } SDL_SetTextureColorMod(texture, 255, 0, 0); return true; } Player::~Player() { SDL_DestroyTexture(texture); Mix_FreeChunk(soundEffect); } int Player::GetOriginX() { return positionRect.x + originX; } int Player::GetOriginY() { return positionRect.y + originY; } int Player::GetRadius() { return radius; }  
×
×
  • Create New...