我每次玩家移动时都会尝试更新文本变量。问题是每次我这样做,新字符串出现在前一个字符串的顶部。当我调整大小或扩展游戏窗口时,字符串会正常显示。
问题状态:
扩展状态(所需状态):
下面我提供问题所在的代码。我知道我的代码可能不是最好的,但我刚开始学习sfml,所以有时候我会硬编码以获得快速的结果。一旦完成这个,我将用更好的编程实践重写整个应用程序。处理所述字符串的地方是void handle_plmove_request(game_packet包,listen_parameters param)和void render_graphics(...)和int main()。我在main()中创建了文本变量,并将它们作为参数传递给执行函数listen_to_server()的线程
#include <list>
#include <sstream>
#include "player.h"
std::string PLAYER_MOVE_REQUEST = "PLAYER_MOVE";
std::string CHIP_CREATION_REQUEST = "CHIP_CREATION";
std::string CHIP_DELETION_REQUEST = "CHIP_DELETION";
std::string MONSTER_ENTITY_MY = "monster";
std::string PLAYER_ENTITY_MY= "player";
struct game_packet {
std::string type;
std::string player_move;
double chip_position_x; // change it to string
double chip_position_y;
double pl1_position_x;
double pl1_position_y;
double pl2_position_x;
double pl2_position_y;
int score_pl1;
int score_pl2;
};
struct listen_parameters {
sf::TcpSocket* socket;
player* player1;
player* player2;
sf::RenderWindow* what_window;
std::list<player>* chipList;
bool* lock_movement;
sf::Text* pl1_score;
sf::Text* pl2_score;
};
sf::Packet& operator <<(sf::Packet& packet, const game_packet& pack)
{
return packet << pack.type << pack.player_move << pack.chip_position_x << pack.chip_position_y
<< pack.pl1_position_x << pack.pl1_position_y << pack.pl2_position_x << pack.pl2_position_y
<< pack.score_pl1 << pack.score_pl2;
}
sf::Packet& operator >>(sf::Packet& packet, game_packet& pack)
{
return packet >> pack.type >> pack.player_move >> pack.chip_position_x >> pack.chip_position_y
>> pack.pl1_position_x >> pack.pl1_position_y >> pack.pl2_position_x >> pack.pl2_position_y
>> pack.score_pl1 >> pack.score_pl2;
}
void handle_plmove_request(game_packet packet, listen_parameters param) {
std::stringstream int_to_string_pl1;
std::stringstream int_to_string_pl2;
double set_xpos = packet.pl1_position_x * 100 + 50;
double set_ypos = packet.pl1_position_y * 100 + 50;
param.player1->setCoordinates(set_xpos, set_ypos);
set_xpos = packet.pl2_position_x * 100 + 50;
set_ypos = packet.pl2_position_y * 100 + 50;
param.player2->setCoordinates(set_xpos, set_ypos);
int_to_string_pl1 << packet.score_pl1;
param.pl1_score->setString(int_to_string_pl1.str());
int_to_string_pl2 << packet.score_pl2;
param.pl2_score->setString(int_to_string_pl2.str());
}
void handle_chip_deletion(game_packet packet, listen_parameters param) {
std::cout << "handling chip_deletion_rquest" << std::endl;
packet.chip_position_x = packet.chip_position_x * 100 + 50;
packet.chip_position_y = packet.chip_position_y * 100 + 50;
player chip_to_delete(packet.chip_position_x, packet.chip_position_y, MONSTER_ENTITY_MY, "0");
std::cout << "deleting" << packet.chip_position_x << ","
<< packet.chip_position_y;
param.chipList->remove(chip_to_delete);
}
void handle_chip_creation(game_packet packet, listen_parameters param) {
param.chipList->clear();
std::string string_number;
int new_integer;
int xpos_newchip;
int ypos_newchip;
std::cout << "received integers" << std::endl;
param.chipList->clear();
for (auto& it : packet.player_move) {
if (it != '_')
string_number += it;
else {
std::stringstream string_to_int(string_number);
string_to_int >> new_integer;
std::cout << new_integer << ",";
xpos_newchip = (new_integer % 8) * 100 + 50;
ypos_newchip = (new_integer / 8) * 100 + 50;
string_number.clear();
player new_chip(xpos_newchip, ypos_newchip, MONSTER_ENTITY_MY , "0");
param.chipList->push_back(new_chip);
}
}
std::cout << std::endl;
}
void listen_to_server(listen_parameters param){
while (true) {
sf::Packet packet;
game_packet gamePacket;
if (param.socket->receive(packet) != sf::Socket::Done)
std::cout << "data couldn't be received" << std::endl;
packet >> gamePacket;
if (gamePacket.type == PLAYER_MOVE_REQUEST)
handle_plmove_request(gamePacket, param);
else if (gamePacket.type == CHIP_DELETION_REQUEST) {
handle_chip_deletion(gamePacket, param);
}
else if (gamePacket.type == CHIP_CREATION_REQUEST) {
handle_chip_creation(gamePacket, param);
}
}
}
void render_graphics(listen_parameters param) {
sf::Clock clock;
sf::Clock bot_clock;
sf::Font font;
if (!font.loadFromFile("arial.ttf"))
std::cout << "can't load" << std::endl;
sf::Text player1_text;
sf::Text player2_text;
player1_text.setFont(font);
player1_text.setString("PLAYER_1 SCORE");
player1_text.setFillColor(sf::Color::Red);
player1_text.setPosition(150, 850);
player2_text.setFont(font);
player2_text.setString("PLAYER_2 SCORE");
player2_text.setFillColor(sf::Color::Blue);
player2_text.setPosition(500, 850);
sf::RectangleShape white_square(sf::Vector2f(100, 100));
white_square.setFillColor(sf::Color(0, 0, 0));
sf::RectangleShape black_square(sf::Vector2f(100, 100));
black_square.setFillColor(sf::Color(255, 255, 255));
while (param.what_window->isOpen()) {
float two = 2;
sf::Time elapsed1 = clock.getElapsedTime();
sf::Time bot_elapsed = bot_clock.getElapsedTime();
sf::Time two_seconds = sf::seconds(2);
sf::Time one_millisecond = sf::milliseconds(10);
if (elapsed1 > one_millisecond) {
bool isBlack = true;
for (int i = 0; i < 800; i += 100) {
for (int j = 0; j < 800; j += 100) {
if (isBlack == true) {
black_square.setPosition(i + 50, j + 50);
param.what_window->draw(black_square);
if (j + 100 != 800)
isBlack = false;
}
else {
white_square.setPosition(i + 50, j + 50);
param.what_window->draw(white_square);
if (j + 100 != 800)
isBlack = true;
}
}
}
//std::cout << "displaying child thread" << std::endl;
param.player1->setShapePosition();
param.what_window->draw(param.player1->getPlayerShape());
param.player2->setShapePosition();
param.what_window->draw(param.player2->getPlayerShape());
param.what_window->draw(player1_text);
param.what_window->draw(player2_text);
param.what_window->draw(*(param.pl1_score)); // where the score is drawn
param.what_window->draw(*(param.pl2_score)); // where the score is drawn
for (auto& it : *(param.chipList)) {
it.setShapePosition();
param.what_window->draw(it.getPlayerShape());
}
param.what_window->display();
clock.restart();
}
}
}
int main()
{
int port_number = 53004;
sf::TcpSocket socket;
sf::Socket::Status status = socket.connect("192.168.0.14", port_number);
if (status != sf::Socket::Done)
std::cout << "awaiting connection" << std::endl;
std::cout << "succesfull connection" << std::endl;
sf::Packet packet;
int xpos;
int ypos;
std::string player_number;
if (socket.receive(packet) != sf::Socket::Done)
std::cout << "can't receive packet" << std::endl;
packet >> xpos >> ypos >> player_number;
std::cout << "your player number is" << player_number << std::endl;
sf::RenderWindow window(sf::VideoMode(900, 1000), "SFML works!");
window.setKeyRepeatEnabled(false);
window.setActive(false);
player player1(50,750,PLAYER_ENTITY_MY, "1");
player player2(750,750, PLAYER_ENTITY_MY, "2");
sf::RenderWindow* ptr_window = &window;
std::list<player> chipList;
bool lock_movement = false;
sf::Text pl1_score;
sf::Text pl2_score;
sf::Font font;
if (!font.loadFromFile("arial.ttf"))
std::cout << "can't load" << std::endl;
pl1_score.setFont(font);
pl1_score.setFillColor(sf::Color::Red);
pl1_score.setPosition(250, 950);
pl2_score.setFont(font);
pl2_score.setFillColor(sf::Color::Blue);
pl2_score.setPosition(600, 950);
pl1_score.setString("0");
pl2_score.setString("0");
listen_parameters param{&socket, &player1, &player2, ptr_window,&chipList,&lock_movement,
&pl1_score, &pl2_score};
sf::Thread server_listener_thread{ &listen_to_server, param };
server_listener_thread.launch();
sf::Thread graphics(&render_graphics, param);
graphics.launch();
while (window.isOpen()){
sf::Event event;
while (window.pollEvent(event))
{
std::string ins;
sf::Packet packet;
if (lock_movement == false) {
switch (event.type)
{
case sf::Event::Closed:
window.close();
break;
case sf::Event::KeyPressed:
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
game_packet gamePacket;
gamePacket.type = PLAYER_MOVE_REQUEST;
ins = "r" + player_number;
gamePacket.player_move = ins;
packet << gamePacket;
if (socket.send(packet) != sf::Socket::Done)
std::cout << "couldn't send packet" << std::endl;
std::cout << "sending r instruction" << std::endl;
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
game_packet gamePacket;
gamePacket.type = PLAYER_MOVE_REQUEST;
ins = "l" + player_number;
gamePacket.player_move = ins;
packet << gamePacket;
if (socket.send(packet) != sf::Socket::Done)
std::cout << "couldn't send packet" << std::endl;
std::cout << "sending l instruction" << std::endl;
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
game_packet gamePacket;
gamePacket.type = PLAYER_MOVE_REQUEST;
ins = "u" + player_number;
gamePacket.player_move = ins;
packet << gamePacket;
if (socket.send(packet) != sf::Socket::Done)
std::cout << "couldn't send packet" << std::endl;
std::cout << "sending u instruction" << std::endl;
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
game_packet gamePacket;
gamePacket.type = PLAYER_MOVE_REQUEST;
ins = "d" + player_number;
gamePacket.player_move = ins;
packet << gamePacket;
if (socket.send(packet) != sf::Socket::Done)
std::cout << "couldn't send packet" << std::endl;
std::cout << "sending d instruction" << std::endl;
}
break;
default:
break;
}
}
}
}
return 0;
}
摘要:我只是通过更改文本并重新绘制来更新文本。
答案 0 :(得分:1)
解决方案很简单:只需在每次主循环迭代开始时调用window.clear()
。现在你永远不会清除屏幕,只是画过前一个屏幕,只要你填满所有内容,你就不会注意到它。问题是,你永远不会填满比赛场地下面的区域,即显示得分的地方。