我正在开发一款游戏,但我似乎根本无法在屏幕上画画。当我调用 SDL_BlitSurface 时,什么也没有发生。但是,它不会返回错误代码。我编写了一个类来处理图像精灵,当我使用调试器单步执行时,我看到它正在返回非空值,以使表面闪烁到主视频表面。然而,当我调用我的绘图函数时,它什么也没做。我已经确认表面的像素值根本没有改变。我究竟做错了什么?
这是我的 main.cpp:
//Standard libs
#include <SDL.h>
//Our gaming base
#include "game_base.h"
//SDL redefines main as winmain, but this is a console application so we don't want that
#undef main
const int MAX_FPS = 80;
int main ( int argc, char* argv[] ) {
//Initialization
System game( false, 640, 480, "Platformer", MAX_FPS ); //Create a game that is not fullscreen with a resolution of 640x480
SDL_Surface *buffer = NULL;
Input *input = NULL;
buffer = game.get_buffer();
Image_Sprite *player_sprite = NULL;
player_sprite = new Image_Sprite( "data/player.bmp", 1, 4 );
SDL_Rect hitbox;
hitbox.w = 32;
hitbox.h = 32;
hitbox.x = 0;
hitbox.y = 0;
Player player( 100, 100, hitbox, 1.0, RIGHT, player_sprite );
//Main game loop
while( !game.check_is_done() ) {
game.refresh_top();
player.draw( buffer );
game.refresh_bottom();
}
//Cleanup
delete input;
delete player_sprite;
}
这是我正在使用的绘图功能:
void Character::draw( SDL_Surface *destination ) {
SDL_Rect coordinates;
SDL_Surface *sprite;
sprite = my_sprite->get_frame( my_frame, my_direction );
coordinates.x = (int)get_x();
coordinates.y = (int)get_y();
SDL_BlitSurface( sprite, NULL, destination, NULL );
}
最后,这里是 ny get_frame() 函数:
SDL_Surface* Image_Sprite::get_frame( int x, int y ) {
SDL_PixelFormat *format;
format = my_sprite->format;
SDL_Surface *frame = SDL_CreateRGBSurface( my_sprite->flags, my_frame_width, my_frame_height, format->BitsPerPixel,
format->Rmask, format->Gmask, format->Bmask, format->Amask );
SDL_Rect *frame_crop = new SDL_Rect;
frame_crop->x = my_frame_width * x;
frame_crop->y = my_frame_height * y;
frame_crop->w = my_frame_width;
frame_crop->h = my_frame_height;
SDL_Rect *coordinates = new SDL_Rect;
coordinates->x = 0;
coordinates->y = 0;
SDL_BlitSurface( my_sprite, frame_crop, frame, coordinates );
delete frame_crop;
return frame;
}