我一直试图用C++ SFML实现一个sprite显示,但是使用了类,但是当我编译并运行程序时,什么也没有出现:也没有错误。
(The main中发生的唯一事情是创建一个“Game”对象)
游戏
#ifndef GAME_H
#define GAME_H
#include <SFML/Graphics.hpp>
#include "Player.h"
class Game
{
public:
Game();
private:
//Variables
sf::RenderWindow _mainWindow;
enum _gameState { Playing, Paused, Splash, Menu };
//Methods
void gameLoop();
};
#endif // GAME_H
游戏.cpp
#include "Game.h"
#include "Player.h"
Game::Game() {
//Variables
_mainWindow.create(sf::VideoMode(960, 640), "Game", sf::Style::Titlebar | sf::Style::Close);
_mainWindow.setFramerateLimit(60);
//Start Game Loop
gameLoop();
}
void Game::gameLoop() {
Player player;
while(_mainWindow.isOpen()) {
sf::Event ev;
while(_mainWindow.pollEvent(ev)) {
if(ev.type == sf::Event::Closed)
_mainWindow.close();
if(ev.type == sf::Event::KeyPressed) {
if(ev.key.code == sf::Keyboard::Escape)
_mainWindow.close();
}
}
//Draw Stuff
_mainWindow.clear(sf::Color::White);
player.drawSprite(_mainWindow);
_mainWindow.display();
}
}
玩家h
#ifndef PLAYER_H
#define PLAYER_H
#include <SFML/Graphics.hpp>
#include <iostream>
class Player
{
public:
Player();
void drawSprite(sf::RenderWindow& window);
private:
bool loadSprite();
sf::Texture _playerTexture;
sf::Sprite _playerSprite;
};
#endif // PLAYER_H
播放器.cpp
#include "Player.h"
#include "Game.h"
Player::Player()
{
if(!Player::loadSprite()){
return;
}
}
bool Player::loadSprite() {
sf::Texture _playerTexture;
if(!_playerTexture.loadFromFile("img/darkguy.png", sf::IntRect(32,32,32,32))) {
std::cout << "Failed to load player image" << std::endl;
return false;
} else {
sf::Sprite _playerSprite;
_playerSprite.setTexture(_playerTexture);
}
return true;
}
void Player::drawSprite(sf::RenderWindow& window) {
//sprite.setTextureRect(sf::IntRect(10, 10, 32, 32));
window.draw(_playerSprite);
std::cout << "Sprite Drawn Successfully" << std::endl;
}
3条答案
按热度按时间brccelvz1#
您将在此处声明一个新的local _playerSprite:
而是使用现有的类成员:
您可能还想删除此代码的第一行,同样的问题:
n3schb8v2#
从我的记忆中:纹理必须是类的成员;在您的代码中,_playerTexture在loadSprite()结束时被销毁。_playerSprite也有同样的问题。
你不需要在方法中重新声明类的成员:
应为:
(PS:您的代码不遵守SRP(单一责任原则),Player不必显示自己。
plicqrtu3#
这样做