CSCI 261 - Programming Concepts (C++)

Summer 2018 - Lab 9A - Picasso

Quick Links: Canvas | CS @ Mines | Piazza | zyBooks

|   Home |  Contact |  Syllabus |  Assignments |  Schedule |  Resources   |
This lab is due by Tuesday, June 19, 2018, 11:59 PM.


Concepts



For this assignment, you have the opportunity to play with the power that SFML (a special framework called Simple and Fast Multimedia Library) offers.


SFML



SFML is a multimedia Application Programming Interface (API) written in C++ with bindings for various programming languages, including Java, Python, and Ruby. SFML provides an easy way to write code that requires graphics and/or sound effects. SFML is the chosen platform for many cool games, including the Atom Zombie Smasher. You can check out everything SFML has to offer by reading the SFML 2.5.0 documentation.


Instructions



First, take a look at the main.cpp file provided in the provided SFML template. Be sure to start with the template as it will automatically link against the SFML library for you. In class, we discussed each of the commands shown (e.g., creation of the window object and the polling for events); ask questions if there is any confusion.

Second, we also saw the development of a smiley face in class today. A few key lines of code covered follow:

// Draw a circle object called star and color it yellow
CircleShape star;
star.setPosition( 15, 15 );
star.setRadius( 300 );
star.setFillColor( Color::Yellow );
window.draw( star );

// Draw a rectangle object called rect and color it blue
RectangleShape rect;
rect.setSize( Vector2f( 45, 150 ) );
rect.setPosition( 200, 150 );
rect.setFillColor( Color(0, 0, 255) );
window.draw( rect );

// Draw a text object called label
Font myFont;
if( !myFont.loadFromFile( "data/arial.ttf" ) )
     return -1;
Text label;
label.setFont( myFont );
label.setString( "Hello World!" );
label.setPosition( 250, 520 );
label.setFillColor( Color::Black );
window.draw( label );

Your job is to draw something in SFML. What you draw can be anything you want EXCEPT a smiley face (e.g., a tree, a bike, a dog, a word using rectangles/circles, etc.). For full credit, you must draw at least five shapes. Be creative and have fun!


Possible Extra Credit



You can earn 2 points of extra credit if the item you draw actually moves (yes, is animated - awesome!). Animation in SFML is actually easier than you might think. As you know, you add all your draw commands in the window loop:

while (window.isOpen()) {

     // ADD SEVERAL DRAW COMMANDS HERE

     // Apply all the draws to the screen
     window.display();
}

To create an animation, you only need to change the draw commands a small amount that are executed on a given loop. Try it!

Remember your smiley face solution for Assignment 1? You've sure come a long way since then! Do you recall how we had a prize for the best smiley face submitted in all sections (a debug duck)? That was cool. Let's do this again for Lab9A. That is, we'll have a prize for the best Lab9A submitted in all sections. Good luck!

Lab Submission



You will submit your solution to this lab with the rest of Set9. Detailed instructions for doing this are posted in Assignment 9.


This lab is due by Tuesday, June 19, 2018, 11:59 PM.

Last Updated: 06/11/18 22:26


Valid HTML 4.01 Strict Valid CSS! Level Triple-A conformance, W3C WAI Web Content Accessibility Guidelines 2.0