我刚回到编码。试图做一个简单的突破性游戏,我开始做一个简单的'乒乓'游戏,但发现它很容易,所以我试图将它扩展到一个突破性的游戏(图像附加给那些不知道它是什么)。
为了处理屏幕顶部的块,我使用了一个块矢量,现在我正试图将它们绘制到屏幕上。我无法做到这一点因为我收到错误:
错误C2664:'void sf :: RenderTarget :: draw(const sf :: Vertex *,size_t,sf :: PrimitiveType,const sf :: RenderStates&)':不能将参数1从'Block'转换为'const sf :: Drawable&'
位于block.cpp文件中
这是相关代码,有更多功能,但它们不适用于此。对不起,那里有任何不好的代码:)
block.cpp
Block::Block(float startX, float startY)
{
position.x = startX;
position.y = startY;
colour = sf::Color::White;
block.setSize(sf::Vector2f(width, height));
block.setFillColor(colour);
block.setPosition(position);
}
void Block::draw(Block block, sf::RenderWindow& window)
{
window.draw(block);
}
blockContainer.cpp
#pragma once
class ContainerOfBlocks
{
public:
ContainerOfBlocks(int useless);
~ContainerOfBlocks();
std::vector<Block> getContainer();
void drawContainer(sf::RenderWindow& window);
private:
std::vector<Block> blockContainer;
};
blockContainer.h
#pragma once
class ContainerOfBlocks
{
public:
ContainerOfBlocks(int useless);
~ContainerOfBlocks();
std::vector<Block> getContainer();
void drawContainer(sf::RenderWindow& window);
private:
std::vector<Block> blockContainer;
};
感谢您的帮助:)
答案 0 :(得分:2)
(我必须把它放在这里因为我没有足够的声誉尚未发表评论)
一些事情
我不明白为什么你有这个代码void Block::draw(Block block, sf::RenderWindow &window)
。它应该是void Block::draw(sf::RenderWindow &window)
,然后只绘制block
(这是一个类成员)或者如果你想从其他地方绘制块,则通过引用传递block
在任何情况下,Block
都应该从sf::Drawable
继承并使用其功能进行绘制。我认为这是错误信息所说的内容。例如,class Block : public sf::Drawable { ... };
和要绘制的函数在标题中为virtual void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const;
,在.cpp中为void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const { renderTarget.draw(block); }
。然后,您可以遍历已有的块矢量并绘制每个块
函数std::vector<Block> getContainer()
应该返回对向量的引用(std::vector<Block> &getContainer()
)
这不是错误,但我更喜欢使用#ifndef ... #define... #endif
标题后卫代替#pragma once
编辑(关于以下回复):
我制作了一个使用大部分代码的快速项目。
(另请务必阅读代码下面的笔记)
这里有一张它看起来像是什么的图片:
代码:
block.h
#ifndef BLOCK_H_INCLUDED
#define BLOCK_H_INCLUDED
#include <SFML/Graphics.hpp>
class Block : public sf::Drawable {
public:
Block();
Block::Block(float startX, float startY);
virtual ~Block();
private:
virtual void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const;
sf::RectangleShape block;
sf::Vector2f position;
float width;
float height;
sf::Color colour;
};
#endif
block.cpp
#include "block.h"
Block::Block() :
position(sf::Vector2f()),
width(40.0f),
height(20.0f),
colour(sf::Color())
{
}
Block::Block(float startX, float startY) :
width(40.0f),
height(20.0f)
{
position.x = startX;
position.y = startY;
colour = sf::Color::White;
block.setSize(sf::Vector2f(width, height));
block.setFillColor(colour);
block.setPosition(position);
}
Block::~Block() {
}
void Block::draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const {
renderTarget.draw(block);
}
blockContainer.h
#ifndef BLOCKCONTAINER_H_INCLUDED
#define BLOCKCONTAINER_H_INCLUDED
#include "block.h"
class ContainerOfBlocks : public sf::Drawable {
public:
ContainerOfBlocks();
ContainerOfBlocks(int useless, const sf::Vector2f pos);
~ContainerOfBlocks();
std::vector<Block> &getContainer();
void drawContainer(sf::RenderWindow &window);
private:
virtual void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const;
std::vector<Block> blockContainer;
};
#endif
blockContainer.cpp
#include "blockContainer.h"
ContainerOfBlocks::ContainerOfBlocks() {
}
ContainerOfBlocks::ContainerOfBlocks(int useless, const sf::Vector2f pos) {
if (useless > 0) {
float x = pos.x;
float y = pos.y;
for (std::size_t i = 0; i < static_cast<std::size_t>(useless); ++i) {
blockContainer.push_back(Block(x, y));
x += 50.0f;
}
}
}
ContainerOfBlocks::~ContainerOfBlocks() {
}
std::vector<Block> &ContainerOfBlocks::getContainer() {
return blockContainer;
}
void ContainerOfBlocks::drawContainer(sf::RenderWindow &window) {
for (std::size_t i = 0; i < blockContainer.size(); ++i) {
window.draw(blockContainer[i]);
}
}
void ContainerOfBlocks::draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const {
for (std::size_t i = 0; i < blockContainer.size(); ++i) {
renderTarget.draw(blockContainer[i]);
}
}
的main.cpp
#include <SFML/Graphics.hpp>
#include "block.h"
#include "blockContainer.h"
int main() {
sf::RenderWindow window(sf::VideoMode(400, 200), "SFML works!");
window.setFramerateLimit(30);
window.setVerticalSyncEnabled(false);
// create container with 5 blocks in it, starting at pos 10/10
// this container will be drawn using ContainerOfBlocks' void drawContainer(sf::RenderWindow &window)
ContainerOfBlocks testBlocks(5, sf::Vector2f(10.0f, 10.0f));
// create another container, starting at pos 10/50
// this one will be drawn using sf::Drawable's function to draw
ContainerOfBlocks testBlocks2(5, sf::Vector2f(10.0f, 50.0f));
while (window.isOpen()) {
sf::Event evt;
while (window.pollEvent(evt)) {
if (evt.type == sf::Event::Closed) {
window.close();
}
}
window.clear();
testBlocks.drawContainer(window);
window.draw(testBlocks2);
window.display();
}
return 0;
}
正如您所看到的,Block
现在继承自sf::Drawable
,可以使用xxx.draw(块)绘制。
BlockContainer
现在有两个不同的函数来绘制其内容(这仅用于演示目的,您只需要根据自己喜欢的内容绘制一个函数)。如果您想保留自己的绘图功能,可以从: public sf::Drawable
删除BlockContainer
。
在main()
中创建了两个块容器,将使用原始代码中的testBlocks
BlockContainer
绘制函数绘制一个(void drawContainer(sf::RenderWindow &window)
),其他(testBlocks2
)使用sf::Drawable
&#39; s。
还要注意&getContainer()
现在如何返回对块向量的引用。如果您没有返回引用,原始向量将不会受到您想从外部对其进行操作的影响。