[英]Where is my sfml texture going out of scope at?
因此,我再次遇到了臭名昭著的白方塊問題,這次我盡可能地返回參考,但無濟於事。 我有一個Level
,其中包含一個GamePieces
向量,每個GamePiece
對象都包含一個sf::sprite
。 這是試圖從GamePiece
繪制精靈的代碼:
Engine.h:
#pragma once
#include "stdafx.h"
#include "SFML/Graphics.hpp"
#include "ImageManager.h"
#include "Level.h"
#include "GamePiece.h"
class Engine{
public:
Engine();
~Engine();
void Go();
private:
void ProcessInput();
void UpdateCPU();
void Render();
sf::RenderWindow window;
ImageManager imgr;
Level level;
};
進行繪圖的引擎功能:
void Engine::Render(){
window.clear();
//draw wall tiles
for(int i = 0; i < 160; i++){
if(i < 60){
level.GetWallTile().setPosition(0, i * 10);
window.draw(level.GetWallTile());
}
if(i >= 60 && i < 100){
level.GetWallTile().setPosition((i - 60) * 10, 590);
window.draw(level.GetWallTile());
}
if(i >= 100){
level.GetWallTile().setPosition(390, (i - 100) * 10);
window.draw(level.GetWallTile());
}
}
//draw BG tiles
for(int i = 1; i < 39; i++){
for(int j = 0; j < 59; j++){
level.GetBGTile().setPosition(i * 10, j * 10);
window.draw(level.GetBGTile());
}
}
for(int i = 0; i < level.GetGamePieces().size(); i++){
window.draw(level.GetGamePieces()[i].GetPieceSprite());
}
window.display();
}
請記住, wallTile
和bgTile
的繪制效果很好,因為for循環的最后一個給了我白色方塊。
以下是相關的函數和類:
//level.h
#pragma once
#include "stdafx.h"
#include "SFML/Graphics.hpp"
#include "ImageManager.h"
#include "GamePiece.h"
class Level{
public:
Level(ImageManager &im);
~Level();
sf::Sprite &GetWallTile();
sf::Sprite &GetBGTile();
void AddPiece();
std::vector<GamePiece> &GetGamePieces();
private:
ImageManager &imgr;
//not sure if vector needed, or one sprite
//std::vector<sf::Sprite> wallTiles_;
sf::Sprite wallTile;
//std::vector<sf::Sprite> bgTiles_;
sf::Sprite bgTile;
std::vector<GamePiece> gamePieces_;
};
//Level.cpp
#include "stdafx.h"
#include "Level.h"
Level::Level(ImageManager &im) : imgr(im){
im.AddResourceDirectory("images/");
wallTile.setTexture(im.GetImage("walltile1.png"));
bgTile.setTexture(im.GetImage("bgtile1.png"));
AddPiece();
}
Level::~Level(){
}
void Level::AddPiece(){
GamePiece piece(imgr);
gamePieces_.push_back(piece);
}
std::vector<GamePiece> &Level::GetGamePieces(){
return gamePieces_;
}
//GamPiece.h
class GamePiece{
public:
GamePiece(ImageManager &im);
~GamePiece();
void SetShape();
sf::Sprite &GetPieceSprite();
private:
ImageManager &imgr;
sf::Sprite pieceShape;
};
//and GamePiece.cpp
#include "stdafx.h"
#include "GamePiece.h"
GamePiece::GamePiece(ImageManager &im) : imgr(im){
SetShape();
}
GamePiece::~GamePiece(){
}
void GamePiece::SetShape(){
//int temp = rand() % 7;
int temp = 0;
switch(temp){
case 0:
pieceShape.setTexture(imgr.GetImage("line.png"));
case 1:
pieceShape.setTexture(imgr.GetImage("llblock.png"));
case 2:
pieceShape.setTexture(imgr.GetImage("rlblock.png"));
case 3:
pieceShape.setTexture(imgr.GetImage("square.png"));
case 4:
pieceShape.setTexture(imgr.GetImage("lsquiggly.png"));
case 5:
pieceShape.setTexture(imgr.GetImage("rsquiggly.png"));
case 6:
pieceShape.setTexture(imgr.GetImage("tblock.png"));
}
}
sf::Sprite &GamePiece::GetPieceSprite(){
return pieceShape;
}
我知道很多代碼,但是我真的不知道紋理超出了范圍,假設這是錯誤的。 看看類似的帖子,這可能是問題所在,但是再次,我需要幫助才能找到它。
void Level::AddPiece() {
GamePiece piece(imgr);
gamePieces_.push_back(piece);
piece.SetShape();
}
piece
被復制到向量中。 駐留在向量中的元素與從其復制對象(綁定到AddPiece()
范圍的AddPiece()
)不相關。 因此,對piece
執行的任何操作都不會影響插入的元素。
如果您需要訪問先前push_back()
需要的元素,請使用back()
返回對其的引用:
gamePieces_.back().SetShape();
您也可以在將其插入向量之前調用SetShape()
。
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