我有这个使用 SDL 的 C++ 项目。
我在编译时遇到这个错误,我不知道如何解决它。
它说:
Source/Classes/game.cpp:15:15: advarsel(this means 'warning' in danish): unused variable 'imagemanager' [-Wunused-variable]
但 imagemanager 是一个类?这是导致错误的行:
Imagemanager imagemanager; // Init's class Imagemanager
它位于文件“game.cpp”的第 15 行
这是“图像管理器”;
class Imagemanager
{
friend class Player;
private:
public:
SDL_Surface* load_image( std::string filename ); // Loads images
//Apply a surface to another. Often used for applying surface to display
int apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip );
};
这是在不同的文件中定义的,但已正确包含。
编辑:忘了说我正在使用这个类,但是编译器说当我使用它时它没有定义我在这里使用 imagemanager:
surface = imagemanager.load_image("player.png";);
这是在另一个名为
Player
并初始化为
player
类(imagemanager 和 player)都在 Game 类的构造函数中初始化,游戏在 main 中初始化。我在播放器中使用 imagemanager 并计划在其他地方也使用它。主文件:
#include <windows.h>
#include <string>
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "Classes/game.cpp"
int main( int argc, char* args[] )
{
Game game;
game.initialize(); // Initializes the rest of game
game.go(); // Starts the game
return 0; // Ends the program
}
Game.cpp的构造函数+头文件:
#ifndef _GAME_
#define _GAME_
#include "imagemanager.cpp"
#include "player.cpp"
#include "timer.cpp"
#include "game.h"
Game::Game()
{
screenDimension.w = 940; // Width of the initialized window
screenDimension.h = 540; // Height of the initialized window
useFrameCap = true; // Tells the frame cap wether to activate or not
quitGame = false; // Tells the main loop to quit if true
FPS = 60; // Frames per second. Used by the frame cap.
Imagemanager imagemanager; // Inits class Imagemanager
Player player; // Inits class Player
Timer timer; // Inits class Timer
Game game; // Inits class Game
}
稍后在“game.go()”中,我调用函数“player.render()”,然后调用“player.update()”:
if ( RunJumpF )
{
RunJumpF = player.jump();
}
RunJumpF 在按下右或想要在下一个滴答时运行时变为真
在所有其他事情的计算之后,我称之为:
player.update();
我的带有实际功能的 player.cpp 文件如下所示:
#ifndef __PLAYER__
#define __PLAYER__
#include <string>
#include "player.h"
Player::Player()
{
surface = imagemanager.load_image("player.png";); // Loads the player tile and saves into the surface 'surface'
if (surface == NULL) // in case something went wrong in loading the player, tell the user
{
SDL_WM_SetCaption("ERROR LOADING PLAYER!", NULL); // I know there are better ways to do this but i'll look at that later
}
needsUpdate = true;
}
bool Player::jump()
{
move.x = move.x + 3; // Moves the player X pixels right, next time the player updates
needsUpdate = true; // Tells the program to update the player
return true; // Tells the program that this function isn't done and it will be run next tick
}
int Player::update()
{
if ( needsUpdate )
{
pos.x = pos.x + move.x;
pos.y = pos.y + move.y;
move.x = 0;
move.y = 0;
render(); // This calculates the position of the player and blits the player to the display
return 1; // If no errors were discovered return 1;
} else {
render();
return -1; // If no need to update, returns -1
}
}
bool Player::render()
{
if (SDL_BlitSurface( surface, NULL, display, pos ) != 0)
{
SDL_WM_SetCaption("ERROR BLITTING PLAYER!", NULL); // Tells the user that shit gone wrong
return false;
}
return true
}
#endif