我使用SDL在C ++中有这个项目。
我在编译时遇到此错误,我不知道如何修复它。
它说:
Source/Classes/game.cpp:15:15: advarsel(this means 'warning' in danish): unused variable 'imagemanager' [-Wunused-variable]
但是imagemanager是一个类吗? 这是导致错误的行:
Imagemanager imagemanager; // Init's class Imagemanager
它位于文件'game.cpp'的第15行
这是'Imagemanager';
class Imagemanager
{
friend class Player;
private:
public:
SDL_Surface* load_image( std::string filename ); // Loads images
//Apply a surface to another. Often used for applying surface to display
int apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip );
};
这是在不同的文件中定义的,但它已正确包含。</ p>
编辑: 忘了说我在使用这个类,但是编译器在我使用它时说它没有定义 我在这里使用imagemanager:
surface = imagemanager.load_image("player.png";);
这是另一个名为
的类Player
并初始化为
player
类(imagemanager和player)都在类Game的构造函数中初始化,游戏在main中初始化。我在播放器中使用imagemanager并计划在其他地方使用它。 主文件:
#include <windows.h>
#include <string>
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "Classes/game.cpp"
int main( int argc, char* args[] )
{
Game game;
game.initialize(); // Initializes the rest of game
game.go(); // Starts the game
return 0; // Ends the program
}
Game.cpp的构造函数+头文件:
#ifndef _GAME_
#define _GAME_
#include "imagemanager.cpp"
#include "player.cpp"
#include "timer.cpp"
#include "game.h"
Game::Game()
{
screenDimension.w = 940; // Width of the initialized window
screenDimension.h = 540; // Height of the initialized window
useFrameCap = true; // Tells the frame cap wether to activate or not
quitGame = false; // Tells the main loop to quit if true
FPS = 60; // Frames per second. Used by the frame cap.
Imagemanager imagemanager; // Inits class Imagemanager
Player player; // Inits class Player
Timer timer; // Inits class Timer
Game game; // Inits class Game
}
稍后在“game.go()”中我调用函数“player.render()”,之后调用“player.update()”:
if ( RunJumpF )
{
RunJumpF = player.jump();
}
当按下右键或希望在下一个时刻运行该函数时,RunJumpF会变为
在我调用其他事物的所有其他计算之后:
player.update();
我的带有实际功能的player.cpp文件如下所示:
#ifndef __PLAYER__
#define __PLAYER__
#include <string>
#include "player.h"
Player::Player()
{
surface = imagemanager.load_image("player.png";); // Loads the player tile and saves into the surface 'surface'
if (surface == NULL) // in case something went wrong in loading the player, tell the user
{
SDL_WM_SetCaption("ERROR LOADING PLAYER!", NULL); // I know there are better ways to do this but i'll look at that later
}
needsUpdate = true;
}
bool Player::jump()
{
move.x = move.x + 3; // Moves the player X pixels right, next time the player updates
needsUpdate = true; // Tells the program to update the player
return true; // Tells the program that this function isn't done and it will be run next tick
}
int Player::update()
{
if ( needsUpdate )
{
pos.x = pos.x + move.x;
pos.y = pos.y + move.y;
move.x = 0;
move.y = 0;
render(); // This calculates the position of the player and blits the player to the display
return 1; // If no errors were discovered return 1;
} else {
render();
return -1; // If no need to update, returns -1
}
}
bool Player::render()
{
if (SDL_BlitSurface( surface, NULL, display, pos ) != 0)
{
SDL_WM_SetCaption("ERROR BLITTING PLAYER!", NULL); // Tells the user that shit gone wrong
return false;
}
return true
}
#endif
答案 0 :(得分:3)
这是警告,而不是错误。由于您不使用imagemanager
对象并仅声明它 - 您有此警告。你可以使用例如
(void)imagemanager;
,或者真正使用此对象(在开发应用程序之前不要注意此警告)并且警告将消失。
编辑:如何向我们展示这个对象的用法?
答案 1 :(得分:1)
imagemanager
是Imagemanager
类型的变量(对象)。
所以,警告是正确的。在某处的代码中使用imagemanager
,或删除该行。
另请注意,C ++区分大小写,因此Imagemanager
和imagemanager
之间存在差异。
一个是代码中的类,另一个是该类型的对象。