Here is my Game.cpp File: EDIT: I pasted the current code:
#include "Game.h" Game::Game() : m_window("Multiplayer Space Shooter Game", sf::Vector2u(800, 600)) { // Setting up class members. m_shipText.loadFromFile("C:\\Users\\AliTeo\\Desktop\\Piksel çalışmaları\\ship_pixel2.png"); m_ship.setTexture(m_shipText); m_ship.setOrigin(m_shipText.getSize().x / 2, m_shipText.getSize().y / 2); m_ship.setPosition(320, 240); } Game::~Game() {} void Game::HandleInputUpdate() { m_window.Update(); // Update window events. m_ship.move(m_speedX, m_speedY); m_ship.setRotation(90 + m_angle); HandleInput(); } void Game::HandleInput() { sf::Mouse m_mouse; m_angle = atan2(m_mouse.getPosition(m_window&m_window).y - m_ship.getPosition().y, m_mouse.getPosition(&m_window).x - m_ship.getPosition().x); // Error m_angle *= 180 / m_PI; if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) && m_speedX <= m_speedLimit) { m_speedX += m_acceleration; } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) && m_speedX >= -1 * m_speedLimit) { m_speedX -= m_acceleration; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) && m_speedY <= m_speedLimit) { m_speedY += m_acceleration; } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) && abs(m_speedY) >= -1 * m_speedLimit) { m_speedY -= m_acceleration; } } void Game::Render() { m_window.BeginDraw(); // Clear. m_window.Draw(m_ship); m_window.EndDraw(); // Display. } Window* Game::GetWindow() { return &m_window; } no instance of overloaded function "sf::Mouse::getPosition" matches the argument list Game.h:
#include "Window.h" class Game { public: ... Game(); ~Game(); void HandleInput(); void Update(); void Render(); Window* GetWindow(); private: sf::Sprite m_ship; sf::Texture m_shipText; //sf::MouseVector2i m_mouse;mousePos = sf::Mouse::getPosition(); Window m_window; const float m_PI = 3.1415f; float m_speedX = 0; float m_speedY = 0; float m_acceleration = 0.001f; //float m_friction = 0.001f; float m_speedLimit = 0.5f; float m_angle; };