几个星期以来,我和我的朋友正在开展一个项目。准确的游戏。我们遇到了一个破坏游戏玩法的巨大问题。玩家的透明部分应该是黑色的。
MergeSurfaces功能,是blit。本身将rects写入SDL_Rect,并执行blit
void MergeSurfaces(SDL_Surface *From, SDL_Surface *To, int FromX, int FromY, int FromWidth, int FromLenght, int ToX, int ToY){
SDL_Rect srcRect;
srcRect.x = FromX;
srcRect.y = FromY;
srcRect.w = FromWidth;
srcRect.h = FromLenght;
SDL_Rect dstRect;
dstRect.x = ToX;
dstRect.y = ToY;
SDL_BlitSurface(From, &srcRect, To, &dstRect);
}
这是玩家形成功能。
//------------------------------------------------------------------------------------------
//----MAIN LOAD FUNCTION
//------------------------------------------------------------------------------------------
void LoadPlayerGraphics(SDL_Surface* BodyID[], int PlayerHeight, int PlayerWidth, long EquipmentID[], int MovementAmountX, int MovementAmountY){
SDL_Surface* Image;
SDL_Surface* EquipmentColorization;
std::string FileName;
int ID;
Clean(BodyID,MovementAmountX*MovementAmountY,PlayerWidth,PlayerHeight);
for(int i = -1; i < 8; i++){
ID = 0;
//here we put a small exception to firstly load the player. And only then dress Him
if(i == -1){
FileName = "resource/images/Player/WhiteMaleBody.png";
goto playerbody;
}
if(EquipmentID[i] != 0){
GetFileNameByID(EquipmentID[i],FileName);
playerbody:
Image = IMG_Load(FileName.c_str());
if(Image == NULL){
exit(1);
}
//Needed for equipment coloring. At this point we will put RGB masks in order to color the armor by it's type
EquipmentColorization = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, MovementAmountX*PlayerWidth, MovementAmountY*PlayerHeight, 32, 0, 0, 0, 0);
GraphicsFunctions.MergeSurfaces(Image,EquipmentColorization,0,0,MovementAmountX*PlayerWidth,MovementAmountY*PlayerHeight,0,0);
for(int i = 0; i < MovementAmountY; i++){
for(int j = 0; j < MovementAmountX; j++){
ID++;
//We put the graphics on and on on top. So we dress the frames. BodyID[ID] are frames by motion ID. We just fill this up.
GraphicsFunctions.MergeSurfaces( EquipmentColorization,BodyID[ID],
(j * PlayerWidth),
(i * PlayerHeight),
PlayerWidth,PlayerHeight,
0,0);
if(BodyID[i] == NULL){
exit(2);
}
}
}
}
}
}
清洁功能,如果你想知道它做了什么。我还没有释放表面。因为我在程序结束时这样做,所以到目前为止它已加载一次。所以基本上它只是为了填充它们来创建那些表面。
void Clean(SDL_Surface* TheSurface[], int MovementAmount, int PlayerWidth, int PlayerHeight){
GraphicsFunctions.Setrgba();
for(int i = 0; i <= MovementAmount; i++){
TheSurface[i] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, PlayerWidth, PlayerHeight, 32, 0, 0, 0, 0);
}
}
接下来是框架部分,或使角色看起来正在移动。它被称为其他地方,因此我可以轻松控制速度。
void Variate(SDL_Surface* Graphical_Output){
GraphicsFunctions.MergeSurfaces(BodyID[MovementVariationID[MovementID][Variation]], Graphical_Output, 0, 0, PlayerWidth, PlayerHeight, 0, 0);
Variation++;
if(Variation == MovementVariationIn[MovementID]){
Variation = 0;
}
}
这是主线程控制。主系统线程,Blits和Flip到表面你看到的。
//------------------------------------------------------------------------------------------
//----MAIN Thread Function (As Thread Repeat to infinity LOL)
//------------------------------------------------------------------------------------------
int Player_Main(void *unused){
GraphicsFunctions.Setrgba();
PlayerGraphics = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 1024, 768, 32, GraphicsFunctions.r, GraphicsFunctions.g, GraphicsFunctions.b, GraphicsFunctions.a);
while(!EndProgram){
PlayerMovementGraphics::Variate(PlayerGraphics);
SDL_Delay(200);
}
return 0;
}
当然,这里需要改进。但自从几周前我开始研究SDL以来。我还有很多东西需要学习。这基本上就是现在所有的图形。所以也许你可以发现为什么玩家本身应该是透明的黑色。
答案 0 :(得分:3)
你写道:
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight,
32, 0, 0, 0, 0 );
使用零作为RGB蒙版根据深度设置默认值。但是,对
Amask
使用零会导致Amask
为0.
如果你想要一个alpha通道,你需要明确指定你的面具:
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight, 32,
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF );