[英]Rendering Sprites with SDL2
我對游戲開發非常陌生。 我正在嘗試使用SDL在窗口上移動精靈。 我使用http://gamedevgeek.com/tutorials/moving-sprites-with-sdl/作為參考,以幫助我了解SDL。 但是,這種blit方法不適用於SDL2。 經過研究,我發現必須將表面轉換為紋理並進行渲染,但是我遇到了一些令人沮喪的難題。 運行時,背景圖像似乎可以很好地渲染,但是精靈僅顯示在窗口的一角,而移動時,它似乎被背景覆蓋。 這是代碼:
#include <iostream>
#include "stdafx.h"
#include <SDL.h>
#include <SDL_image.h>
const int WIDTH = 900;
const int HEIGHT = 360;
const int SPRITE_SIZE = 256;
int main(int argc, char *argv[])
{
SDL_Surface *imageSurface = NULL;
SDL_Surface *windowSurface = NULL;
SDL_Surface *temp = NULL;
SDL_Surface *sprite = NULL;
SDL_Surface *SDL_DisplayFormat(SDL_Surface *surface);
SDL_Rect rcSprite;
SDL_Rect gdSprite;
SDL_Event windowEvent;
SDL_Event event;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture;
SDL_Texture *spriteTexture;
const Uint8 *keystate;
int colorkey;
int count;
int xPosition = 0;
int yPosition = 0;
int gameover = 0;
SDL_Window *window = SDL_CreateWindow("ABDUCTO", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALLOW_HIGHDPI);
windowSurface = SDL_GetWindowSurface(window);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
imageSurface = IMG_Load("farm.png");
sprite= IMG_Load("sprite6.png");
texture = SDL_CreateTextureFromSurface(renderer, imageSurface);
spriteTexture = SDL_CreateTextureFromSurface(renderer, sprite);
SDL_FreeSurface(sprite);
SDL_FreeSurface(imageSurface);
//rcSprite used as source rectangle, gdSprite as destination rectangle. Initialize them to the same position
rcSprite.x = xPosition;
rcSprite.y = yPosition;
rcSprite.w = SPRITE_SIZE;
rcSprite.h = SPRITE_SIZE;
gdSprite.x = xPosition;
gdSprite.y = yPosition;
gdSprite.w = SPRITE_SIZE;
gdSprite.h = SPRITE_SIZE;
while (!gameover)
{
if (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
gameover = 1;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
case SDLK_q:
gameover = 1;
break;
}
break;
}
}
keystate = SDL_GetKeyboardState(NULL);
// When key pressed, update the destination rectangle
if (keystate[SDL_SCANCODE_LEFT]) {
gdSprite.x -= 2;
}
if (keystate[SDL_SCANCODE_RIGHT]) {
gdSprite.x += 2;
}
if (keystate[SDL_SCANCODE_UP]) {
gdSprite.y -= 2;
}
if (keystate[SDL_SCANCODE_DOWN]) {
gdSprite.y += 2;
}
if (gdSprite.x < 0) {
gdSprite.x = 0;
}
else if (gdSprite.x > WIDTH - SPRITE_SIZE) {
gdSprite.x = WIDTH - SPRITE_SIZE;
}
if(gdSprite.y < 0) {
gdSprite.y = 0;
}
else if (gdSprite.y > HEIGHT - SPRITE_SIZE) {
gdSprite.y = HEIGHT - SPRITE_SIZE;
}
//Render the window
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderCopy(renderer, spriteTexture, &rcSprite, &gdSprite);
SDL_RenderPresent(renderer);
//SDL_BlitSurface(imageSurface, NULL, windowSurface, NULL);
//SDL_BlitSurface(sprite, NULL, imageSurface, &rcSprite);
//SDL_UpdateWindowSurface(window);
//update the source rectangle to move with the sprite??
rcSprite.x = gdSprite.x;
rcSprite.y = gdSprite.y;
}
SDL_DestroyTexture(spriteTexture);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
return 0;
SDL_Quit();
}
任何輸入表示贊賞。 謝謝。
可能必須對圖像的路徑進行某些處理,或者將文件復制到編譯時的資源中。 您在Windows,OSX還是Linux上? 您正在使用什么IDE?
但我注意到兩件事:
1)在SDL_CreateWindow
之前,您應該初始化SDL: SDL_Init(SDL_INIT_EVERYTHING);
2) SDL_Quit();
永遠不會被調用,因為您上方的一行以return 0;
退出了main函數return 0;
=>您應該換行!
注意更多:3)不要update the source rectangle to move with the sprite
只需將整個精靈渲染到gdSprite位置即可: SDL_RenderCopy(renderer, sTexture, NULL, &gdSprite);
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