C ++ SFML Sprite没有绘制,但没有发生错误

时间:2015-02-08 14:30:01

标签: c++ class sfml

我一直在尝试用C ++ SFML进行精灵显示,但是使用了类。但是,当我编译并运行程序时,没有任何内容出现:也没有错误。如果有人愿意帮助我,我很确定这是一个愚蠢的错误。不确定问题出在哪里,所以我也包含了头文件:

(main中唯一发生的事情就是创建了'Game'对象)

Game.h

    #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

Game.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();

    }

}

Player.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

Player.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;

}

对于文本墙感到抱歉,我是编程的初学者,这是我在stackoverflow上的第一篇文章。此外,如果有人发现任何更有效的方式来做某事,请随时指出:)

在此先感谢:P

2 个答案:

答案 0 :(得分:3)

你在这里声明一个新的本地_playerSprite:

} else {
    sf::Sprite _playerSprite;
    _playerSprite.setTexture(_playerTexture);
}

而是使用现有的类成员:

} else {
    _playerSprite.setTexture(_playerTexture);
}

您可能也希望从此代码中删除第一行,同样的问题:

bool Player::loadSprite() 
{
    sf::Texture _playerTexture; // <--- local redeclaration

答案 1 :(得分:1)

从我的记忆中看:纹理必须是你班上的一员;它在您使用它时必须存在。在您的代码中,_playerTexture在loadSprite()的末尾被销毁。 _playerSprite也有同样的问题。


修改

您不必在方法中重新声明班级成员:

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;
}

应该是:

bool Player::loadSprite() {
    if(!_playerTexture.loadFromFile("img/darkguy.png", sf::IntRect(32,32,32,32))) {
        std::cout << "Failed to load player image" << std::endl;
        return false;
    } else {
        _playerSprite.setTexture(_playerTexture);
    }
    return true;
}

(PS:您的代码不尊重SRP(单一责任原则),玩家不必自行展示。)