所以我开始学习SDL2并经历了一些教程,并决定尝试制作一个简单的游戏,而Pong的克隆似乎是最简单的。但我似乎无法在窗户上画右手边的画笔。目前我正在使用SDL_FillRenderRect,每个球拍一个,但似乎只是左手边出现而不是右手边。这是我目前的代码:
#include <iostream>
#include "Pong.h"
#include "Paddle.h"
//Screen size
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
bool quit = false;//Has user quit?
Paddle paddleLeft;
Paddle paddleRight;
int Pong::setup(){
//Initilize SDL
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("Pong",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH,
SCREEN_HEIGHT,
SDL_WINDOW_SHOWN);
if (window == nullptr){
std::cout<<"SDL_CreateWindow error: "<<SDL_GetError()<<std::endl;
SDL_Quit();
return -1;
}
SDL_ShowCursor(0);
renderer = SDL_CreateRenderer(window,
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr){
std::cout<<"SDL_CreateRenderer error: "<<SDL_GetError()<<std::endl;
SDL_Quit();
return -1;
}
int wH, wW;
//Setting the paddle to the centre of the left hand side of the screen.
SDL_GetWindowSize(window, &wW, &wH);
paddleLeft.setY((wH / 2) - (paddleLeft.getPaddleHeight() / 2));
paddleRight.setY((wH / 2) - (paddleLeft.getPaddleHeight() / 2));
//Setting the x, y, height and width of the left paddle
leftR.x = 20;
leftR.y = paddleLeft.getY();
leftR.h = paddleLeft.getPaddleWidth();
leftR.w = paddleLeft.getPaddleHeight();
//Setting the x, y, height and width of the right paddle
rightR.x = 620;
rightR.y = paddleLeft.getY();
rightR.h = paddleLeft.getPaddleWidth();
rightR.w = paddleLeft.getPaddleHeight();
return 1;//If setup fails then return -1 otherwise return 1
}
void Pong::updateGame(){
SDL_Event event;
while (SDL_PollEvent(&event)){
if (event.type == SDL_QUIT){
quit = true;
}
if (event.type == SDL_KEYDOWN){
switch (event.key.keysym.sym){
case SDLK_w: paddleLeft.setY(paddleLeft.getY() - paddleLeft.getSpeed()); break;
case SDLK_s: paddleLeft.setY(paddleLeft.getY() + paddleLeft.getSpeed()); break;
}
}
}
}
void Pong::render(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
leftR.x = paddleLeft.getX();
leftR.y = paddleLeft.getY();
rightR.x = paddleRight.getX();
rightR.y = paddleRight.getY();
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderFillRect(renderer, &leftR);
SDL_RenderFillRect(renderer, &rightR);
SDL_RenderPresent(renderer);
}
void Pong::cleanup(){
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
void Pong::run(){
while (!quit){
updateGame();
render();
}
cleanup();
}
有人可以指出我正确的方向画出正确的划桨吗?如果我的代码中有任何其他错误或使其更有效率的话,我也会感激不尽,如果还可以指出那些错误。提前谢谢。
答案 0 :(得分:2)
仔细阅读:
rightR.x = 620;
rightR.y = paddleLeft.getY();
rightR.h = paddleLeft.getPaddleWidth();
rightR.w = paddleLeft.getPaddleHeight();
由于复制粘贴编程,左右混合。我不是说这很糟糕,我也是这样做,以减少对我的伤害。你应该检查两次这样的事情。
此外,在您的情况下,您应该开始使用OOP概念。不要在非成员函数中执行所有操作,而是创建在实例上执行的成员函数。我不知道getY
,getPaddleWidth
和getPaddleHeight
的价值来自何处,但我很清楚除SDL_Rect
之外不应该有任何其他内容
我甚至认为SDL是浪费时间,我不记得C ++是关于它的。这是纯粹的C,你不会学到任何有用的东西。 SFML是更好的选择。