我在Code :: Blocks中使用SFML库制作了一个基本程序,现在我想做的就是将它发送给朋友。我已经在调试和发布模式下构建了我的程序,但每当我从我的bin运行.exe文件时,它根本就不会加载纹理。当然,当我在Code :: Blocks客户端中运行它时,它完美地工作。我不确定是否需要打包我的工作或单独发送文件或什么,但任何帮助将不胜感激
以下是代码,以防它以某种方式提供帮助(我知道它并不漂亮):
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <string>
#include <iostream>
#include <Windows.h>
int main(){
sf::RenderWindow Window;
Window.create(sf::VideoMode(800, 600), "Enjoy :)");
sf::Clock clock;
int pixelFindX = 0, pixelFindY = 0;
int oldLoc = 0, newLoc = 0;
int changeVal = 1;
int tripleCheck = 0;
int xLoc = 0, yLoc = 100;
double timeChecker = 0;
bool execute = false, secondExecute = false;
bool oldSide = false, newSide = false, changer = true;
bool drawLeft = false, drawRight = false, drawCenter = false;
sf::Texture pTexture;
sf::Sprite playerImage;
if(!pTexture.loadFromFile("Pixel Dude.png")){
std::cout << "Could not load pTexture file" << std::endl;
}
sf::Texture bTexture;
sf:: Sprite backgroundImage;
if(!bTexture.loadFromFile("molester moon background IS DONE.jpg")){
std::cout << "Could not load bTexture file" << std::endl;
}
sf::Texture bridgeTexture;
sf::Sprite bridgeImageL;
sf::Sprite bridgeImageR;
if(!bridgeTexture.loadFromFile("pixel bridge.jpg")){
std::cout << "Could not load bridgeTexture file" << std::endl;
}
sf::Texture trophyTexture;
sf::Sprite trophyImage;
if(trophyTexture.loadFromFile("trophy pixeled.png")){
std::cout << "Could not load trophyTexture file" << std::endl;
}
sf::String stringL = "Move to the Left!", stringR = "Move to the Right!", stringC = "You are currently balanced.";
sf::String stringGo = stringL;
sf::Font font;
if(!font.loadFromFile("arial.ttf")){
std::cout << "Could not load font file" << std::endl;
}
sf::Text text(stringGo, font, 50);
text.setPosition(xLoc, yLoc);
text.setStyle(sf::Text::Bold);
playerImage.setTexture(pTexture);
playerImage.setPosition(336, 355);
playerImage.setScale(4,4);
playerImage.setTextureRect(sf::IntRect(pixelFindX*32, pixelFindY*32, 32, 32));
backgroundImage.setTexture(bTexture);
backgroundImage.setPosition(0,0);
bridgeImageL.setTexture(bridgeTexture);
bridgeImageL.setPosition(0, 450);
bridgeImageL.setScale(4.17,4.68);
bridgeImageR.setTexture(bridgeTexture);
bridgeImageR.setPosition(400,450);
bridgeImageR.setScale(4.17, 4.68);
trophyImage.setTexture(trophyTexture);
trophyImage.setPosition(600, 305);
trophyImage.setScale(2,2);
sf::View view;
sf::View viewReg;
view.reset(sf::FloatRect(0, 0, 800, 600));
view.setViewport(sf::FloatRect(0, 0, 1, 1));
viewReg.reset(sf::FloatRect(0, 0, 800, 600));
viewReg.setViewport(sf::FloatRect(0, 0, 1, 1));
std::cout << "Player Dimensioms: Width = " << playerImage.getGlobalBounds().width << ", Height = " << playerImage.getGlobalBounds().height << std::endl;
while(Window.isOpen()){
clock.restart();
sf::Event Event;
while(Window.pollEvent(Event)){
switch(Event.type){
case sf::Event::Closed:
Window.close();
break;
case sf::Event::KeyPressed:
if(Event.key.code == sf::Keyboard::Escape){
Window.close();
}
break;
}
}
//std::cout << timeChecker << std::endl;
timeChecker += clock.getElapsedTime().asSeconds();
if(timeChecker >= .00025){
execute = true;
timeChecker = 0;
//std::cout << "execute = true" << std::endl;
}
oldLoc = playerImage.getPosition().x;
oldSide = changer;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::D) && execute){
playerImage.move(1, 0);
pixelFindY = 2;
tripleCheck++;
changer = true;
//std::cout << "d called" << std::endl;
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::A) && execute){
playerImage.move(-1, 0);
pixelFindY = 1;
tripleCheck++;
changer = false;
//std::cout << "a called" << std::endl;
}
if(playerImage.getPosition().x < -96){
playerImage.setPosition(800, playerImage.getPosition().y);
} else if(playerImage.getPosition().x > 800){
playerImage.setPosition(-96, playerImage.getPosition().y);
}
newLoc = playerImage.getPosition().x;
newSide = changer;
pixelFindX += changeVal;
if(pixelFindX > 2){
pixelFindX -= 2;
changeVal = -1;
} else if(pixelFindX < 0){
pixelFindX += 2;
changeVal = 1;
}
if(oldLoc != newLoc && tripleCheck > 40 || oldSide != newSide){
playerImage.setTextureRect(sf::IntRect(pixelFindX*32, pixelFindY*32, 32, 32));
tripleCheck = 0;
//std::cout << "Yes called, pixelFindX = " << pixelFindX << ", tripleCheck = " << tripleCheck << std::endl;
} else {
//std::cout << "-----Not called, pixelFindX = " << pixelFindX << ", tripleCheck = " << tripleCheck << std::endl;
}
execute = false;
/* if(playerImage.getPosition().x + 128 > trophyImage.getPosition().x && playerImage.getPosition().x < trophyImage.getPosition().x + 192){
view.rotate(.0001);
}
*/
if(playerImage.getPosition().x > 500 - 128){
view.rotate(-.01);
drawRight = true;
} else if (playerImage.getPosition().x < 300 - 128){
view.rotate(.01);
drawLeft = true;
} else{
drawCenter = true;
}
//std::cout << "Player X: " << playerImage.getPosition().x + 128 << ", Trophy X: " << trophyImage.getPosition().x << std::endl;
if(drawLeft){
stringGo = stringR;
xLoc = 0;
} else if (drawRight){
stringGo = stringL;
xLoc = 800 - text.getGlobalBounds().width - 10;
} else if(drawCenter){
stringGo = stringC;
xLoc = 400 - text.getGlobalBounds().width / 2;
}
text.setPosition(xLoc, yLoc);
text.setString(stringGo);
Window.setView(viewReg);
Window.draw(backgroundImage);
Window.draw(text);
Window.setView(view);
Window.draw(bridgeImageL);
Window.draw(bridgeImageR);
// Window.draw(trophyImage);
Window.draw(playerImage);
Window.display();
Window.clear();
drawLeft = false;
drawRight = false;
drawCenter = false;
//Sleep(50);
}
}
答案 0 :(得分:1)
将已编译的可执行文件复制到新文件夹中,并将纹理粘贴到那里。您可以将此文件夹发送给您的朋友(例如,在rar-archive中)。纹理不会加载,因为纹理可能不在 bin / debug 或 bin中/ release 文件夹。另一个位于调试模式的地方被设置为工作目录。如果你想改变它(我不推荐)你可以去项目 - &gt;属性 - &gt;构建目标 - &gt; [目标名称] - &gt;执行工作目录并将其更改为已编译的可执行文件所在的目录。