在我尝试加载图片之前,它正常工作。
这是我得到的错误:
错误1错误LNK2005:" struct SDL_Window * m_pWindow" (?m_pWindow @@ 3PAUSDL_Window @@ A)已在中定义 Game.obj C:\ Users \ Joseph \ Desktop \ DuckGotti \ DuckGotti \ maine.obj
错误2错误LNK2005:" struct SDL_Renderer * m_pRenderer" (?m_pRenderer @@ 3PAUSDL_Renderer @@ A)已定义于 Game.obj C:\ Users \ Joseph \ Desktop \ DuckGotti \ DuckGotti \ maine.obj
错误3错误LNK2005:" struct SDL_Texture * m_pTexture" (?m_pTexture @@ 3PAUSDL_Texture @@ A)已定义 Game.obj C:\ Users \ Joseph \ Desktop \ DuckGotti \ DuckGotti \ maine.obj
错误4错误LNK2005:" struct SDL_Rect m_sourceWREK"
(?m_sourceWREK @@ 3USDL_Rect @@ A)已在中定义 Game.obj C:\ Users \ Joseph \ Desktop \ DuckGotti \ DuckGotti \ maine.obj错误5错误LNK2005:" struct SDL_Rect m_destWREK"
(?m_destWREK @@ 3USDL_Rect @@ A)已在中定义 Game.obj C:\ Users \ Joseph \ Desktop \ DuckGotti \ DuckGotti \ maine.obj错误7错误LNK1169:找到一个或多个多重定义的符号
C:\ Users \ Joseph \ Desktop \ DuckGotti \ Debug \ DuckGotti.exe 1
这是我的代码(main.cpp):
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
#include <iostream>
#include "Game.h"
/**my first game obj**/
Game* g_game = 0;
int main(int argc, char* argv[])
{
g_game = new Game();
g_game->init("Duck Gotti", 100, 100, 640, 480, SDL_WINDOW_FULLSCREEN );
while (g_game->running())
{
g_game->handelEvents();
g_game->update();
g_game->render();
}
g_game->clean();
return 0;
}
Game.h
#ifndef __Game__
#define __Game__
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
#include <iostream>
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
SDL_Texture* m_pTexture;
SDL_Rect m_sourceWREK;
SDL_Rect m_destWREK;
class Game
{
public:
Game(){}
~Game(){}
/**setting the run var to true**/
bool init(const char* title, int xpos, int ypos, int width, int height
,bool fullscreen);
void render();
void update();
void handelEvents();
void clean();
/** a func to access the privet var **/
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif /**defined (__Game__) **/
Game.cpp:
#include "game.h"
bool Game::init(const char* title, int xpos, int ypos, int width,
int height, bool fullscreen )
{
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
/**attempt to initalize SDL**/
if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout << "SDL init sucess/n";
/**init the winn**/
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (m_pWindow !=0)
{
std::cout << "window creation sucess/n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if (m_pRenderer != 0)
{
std::cout << "renderer created/n";
SDL_SetRenderDrawColor(m_pRenderer, 255, 255, 255, 255);
}
else
{
std::cout << "renderer broked/n";
return false;
}
}
else
{
std::cout << "winn init nope/n";
return false;
}
}
else
{
std::cout << "SDL init broked/n";
return false;
}
std::cout << "init sucess/n";
m_bRunning = true;
return true;
SDL_Surface* pTempSurf = SDL_LoadBMP("img3.bmp");
m_pTexture = SDL_CreateTextureFromSurface(m_pRenderer, pTempSurf);
SDL_FreeSurface(pTempSurf);
SDL_QueryTexture(m_pTexture, NULL, NULL, &m_sourceWREK.w, &m_destWREK.h);
m_destWREK.x = m_sourceWREK.x = 0;
m_destWREK.y = m_sourceWREK.y = 0;
m_destWREK.w = m_sourceWREK.w;
m_destWREK.h = m_sourceWREK.h;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
SDL_RenderCopy(m_pRenderer, m_pTexture, &m_sourceWREK, &m_destWREK);
SDL_RenderPresent(m_pRenderer);
}
void Game::update()
{
}
void Game::handelEvents()
{
SDL_Event evil;
if (SDL_PollEvent(&evil))
{
switch (evil.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::clean()
{
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
答案 0 :(得分:2)
我相信你正在读这本书SDL Game Development。请注意,这本书有很多错误。
删除这些行
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
SDL_Texture* m_pTexture;
SDL_Rect m_sourceWREK;
SDL_Rect m_destWREK;
它们已在游戏类中定义。
我正在读这本书,幸运的是我有条不紊地保存了这些文件。看来你在第一章
main.cpp
#include "game.h"
Game* g_game = 0;
int main(int argc, char* args[])
{
g_game = new Game();
g_game->init("Chapter 1: Setting up SDL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_SHOWN);
while( g_game->running() ){
g_game->handleEvents();
g_game->update();
g_game->render();
SDL_Delay(10);
}
g_game->clean();
return 0;
}
game.h
#ifndef _GAME_H
#define _GAME_H
#include "SDL.h"
class Game
{
public:
Game() {}
~Game() {}
bool init(const char* title, int xpos, int ypos, int height, int width, int flags);
void render();
void update();
void handleEvents();
void clean();
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif /* defined(_GAME_H) */
game.cpp
#include "game.h"
#include <iostream>
bool Game::init(const char* title, int xpos, int ypos, int height, int width, int flags)
{
if ( SDL_Init(SDL_INIT_EVERYTHING) == 0 ){
std::cout << "SDL init success\n";
m_pWindow = SDL_CreateWindow(title, xpos, ypos, height, width, flags);
if ( m_pWindow != 0 ){
std::cout << "window creation success \n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if ( m_pRenderer != 0 ){
std::cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer, 0, 0, 0, 255);
}else{
std::cout << "renderer init fail\n";
return false;
}
}else{
std::cout << "window init fail\n";
return false;
}
}else{
std::cout << "SDL init fail\n";
return false;
}
std::cout << "init success\n";
m_bRunning = true;
//@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
return true;
}
void Game::render()
{
SDL_SetRenderDrawColor(m_pRenderer, 0, 0, 0, 255);
SDL_RenderClear(m_pRenderer);
SDL_RenderPresent(m_pRenderer);
}
void Game::clean()
{
std::cout << "cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
void Game::handleEvents()
{
SDL_Event event;
if ( SDL_PollEvent(&event) ){
switch( event.type ){
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::update()
{
}
这些是我写过的一些笔记
在第2章之后,您需要组织您的课程,因为您将通过继承轻松迷失。例如,下图,您将在第3章中看到类的连接方式
第4章
希望这会有所帮助。