我正在制作一个SFML框架,当我一次使用函数loadImage时,图像会正确加载所有颜色,但是如果我对另一个纹理使用它两次,那么只有一个精灵呈现并且全部为白色。我读到你不想删除纹理或精灵,否则它将是白色的。但在这段代码中,我将所有纹理存储在一个向量中。有没有人知道这个函数有什么问题?
FM::Image FM::graphics::loadImage(const char* fileName) {
texturesindex++;
sf::Texture texture;
texture.loadFromFile(fileName);
textures.push_back(texture);
sf::Sprite sprite(textures[texturesindex]);
Image image;
image.sprite = sprite;
return image;
}
以下是所有代码:
SFFM.cpp:
#include "SFFM.h"
#include <SFML/Graphics.hpp>
#include <vector>
#include <string>
int backgroundcolor[3] = { 0,0,0};
sf::RenderWindow Window(sf::VideoMode(800, 600), "MyGame");
std::vector<sf::Texture> textures;
int texturesindex = -1;
void FM::window::setWindowOptions(unsigned int Width, unsigned int Height, const char* Title, int FrameLimit) {
Window.setSize(sf::Vector2u(Width, Height));
Window.setFramerateLimit(FrameLimit);
Window.setTitle(Title);
}
void FM::window::setBackgroundColor(int r, int g, int b) {
backgroundcolor[0] = r;
backgroundcolor[1] = g;
backgroundcolor[2] = b;
}
FM::Image FM::graphics::loadImage(const char* fileName) {
texturesindex++;
sf::Texture texture;
texture.loadFromFile(fileName);
textures.push_back(texture);
sf::Sprite sprite(textures[texturesindex]);
Image image;
image.sprite = sprite;
return image;
}
void FM::graphics::drawImage(Image image, int x, int y, int scalex, int scaley, int rotation) {
image.sprite.setPosition(x, -y);
image.sprite.setRotation(rotation);
image.sprite.setScale(sf::Vector2f(scalex, scaley));
Window.draw(image.sprite);
}
void FM::graphics::drawImage(Image image, int x, int y, int scalex, int scaley) {
image.sprite.setPosition(x, -y);
image.sprite.setScale(sf::Vector2f(scalex, scaley));
Window.draw(image.sprite);
}
void FM::graphics::drawImage(Image image, int x, int y) {
image.sprite.setPosition(x, -y);
Window.draw(image.sprite);
}
int main()
{
FM::Start();
while (Window.isOpen())
{
sf::Event event;
while (Window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
Window.close();
else if (event.type == sf::Event::Resized)
{
Window.setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
}
}
Window.clear(sf::Color(backgroundcolor[0], backgroundcolor[1], backgroundcolor[2]));
FM::Update();
Window.display();
}
return 0;
}
SFFM.h:
#pragma once
#include <SFML/Graphics.hpp>
namespace FM
{
void Update();
void Start();
class window {
public:
static void setWindowOptions(unsigned int Width, unsigned int Height, const char * Title, int FrameLimit);
static void setBackgroundColor(int r, int g, int b);
};
class Image {
public:
sf::Sprite sprite;
};
class graphics {
public:
static Image loadImage(const char* fileName);
static void drawImage(Image image, int x, int y, int scalex, int scaley, int rotation);
static void drawImage(Image image, int x, int y, int scalex, int scaley);
static void drawImage(Image image, int x, int y);
};
class Input {
public:
};
};
main.cpp中:
#include "SFFM.h"
#include <SFML\Graphics.hpp>
FM::Image Gangster;
FM::Image Block;
int x = 0;
int y = 0;
void FM::Start() {
window::setWindowOptions(1280, 720, "Platformer", 120);
window::setBackgroundColor(0, 127, 255);
Gangster = graphics::loadImage("assets/Gangster.png");
}
void FM::Update() {
graphics::drawImage(Gangster, x, y, 5, 5);
graphics::drawImage(Block, 100, 100, 5, 5);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
y += 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
y -= 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
x += 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
x -= 1;
}
}
以下是截图:
答案 0 :(得分:0)
TL; DR Solutions,或者:
std::vector<sf::Texture>
- std::list<sf::Texture>
或std::forward_list<sf::Texture>
以外的容器。std::vector<std::unique_ptr<sf::Texture>>
。解释
存储纹理对象以及引用它们的精灵。这是正确的,因为spite只保留其纹理的引用(指针)。这也意味着在精灵生命周期内纹理地址必须保持不变。
看起来你没有考虑std :: vector push_back()是如何工作的。向量初始分配一些内存,一旦没有地方插入新项,向量就会分配更多内存并复制所有插入的项目和新的项目。所以所有项目地址都会改变。
在你的情况下,一个项目是一个纹理,它的地址在另一个纹理的iselion上被改变,所以一些sprite&#34; looses&#34;它的质地。这通常会导致绘制白色方块。