嘿,所以我总体上仍然掌握 C++,但我想尝试使用 SDL 在我的游戏中实现一些更好的图形。我的问题是,当它应该保持打开并在后台运行功能时,它正在关闭我的程序。
我真的不知道它为什么这样做,我知道我正确地链接了我的库。
#include <iostream>
#include <cstring>
#include <cstdlib>
#include <windows.h>
#include <time.h>
#include "SDL/SDL.h"
#include <SDL/SDL_opengl.h>
#define HEIGHT 25
#define WIDTH 80
using namespace std;
void makeBoard();
void buildBoard();
void nextStep();
void makeCell();
void setcolor(unsigned short color) ;
///GLOBALS
int state;
time_t seconds;
int board[HEIGHT][WIDTH] = {0};
int ghostBoard[HEIGHT][WIDTH] = {0};
bool inGame = true;
int seed = 0;
/*
The different color codes are
0 BLACK
1 BLUE
2 GREEN
3 CYAN
4 RED
5 MAGENTA
6 BROWN
7 LIGHTGRAY
8 DARKGRAY
9 LIGHTBLUE
10 LIGHTGREEN
11 LIGHTCYAN
12 LIGHTRED
13 LIGHTMAGENTA
14 YELLOW
15 WHITE
*/
struct Cell //Brick structures which holds 4 elements
{
//Elements are used for x and y position of the brick and its width and height
float width;
float height;
};
int main(int argc, char* args[] )
{
//initialize SDL
SDL_Init(SDL_INIT_EVERYTHING);
//Set OpenGL memory usage
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
//Caption of the window
SDL_WM_SetCaption( "Our first game", NULL );
//Size of the window
SDL_SetVideoMode(600,400,32, SDL_OPENGL );
//Specific the clear color
glClearColor(1,1,1,1); //RED,GREEN,BLUE,ALPHA
//What portion of the screen we will display
glViewport(0,0,600,400);
//Shader model - Use this
glShadeModel(GL_SMOOTH);
//2D rendering
glMatrixMode(GL_PROJECTION);
//"Save" it
glLoadIdentity();
//Disable depth checking
glDisable(GL_DEPTH_TEST);
std::cout << "OpenGL is running\n";
std::cout << "Main loop has started\n";
//Handles the main loop
bool isRunning = true;
//For handling with event
SDL_Event event;
float width = 80; //width of the rectangle
float height = 20; //height of the rectangle
//Main game loop
while ( isRunning )
{
//EVENTS
while ( SDL_PollEvent(&event) )
{
//if the window was closed
if ( event.type == SDL_QUIT )
{
isRunning = false;
}
//If a button was released and the button is escape
if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE )
{
isRunning = false;
}
if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_r )
{
glClearColor(1,0,0,1);
}
if ( event.type == SDL_KEYDOWN ) //Check for presed down buttons
{
}
else if ( event.type == SDL_KEYUP ) //Checking for released buttons
{
}
//logic that should happen for a certain event
makeBoard();
nextStep();
}
//RENDERING to the screen
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix(); //Start rendering phase
glOrtho(0,600,400,0,-1,1); //Set the matrix
glColor4ub(0,0,0,255); //Black color
glColor4ub(255,0,0,255); //Red color
glColor4ub(0,0,255,255); //Blue color
glBegin(GL_QUADS); //Render the bricks
glEnd(); //End drawing
glPopMatrix(); //End rendering phase
SDL_GL_SwapBuffers();
SDL_Delay(1); //Delay / pause
}
SDL_Quit();
return 0;
}
void makeBoard()
{
seconds = time (NULL);
seed = seconds;
srand(seed);
/* Seed the random number generator with the specified seed */
for(int y = 0; y < 25; y++)
{
for(int x = 0; x < 80; x++)
{
/* 50% chance for a cell to be alive */
//cout << "board["<<x<<"]["<<y<<"] == "<< board[x][y]<<endl;
if(rand() % 100 < 35)
{
board[x][y] = 1;
}
else
{
board[x][y] = 0;
}
if(board[x][y] == 1)
{
cout << char(2);
}
else
{
cout << " ";
}
/*if(y == 20 & x == 10){
cout << "(";
}else{
cout << ".";
}*/
//this is just printing out the current location it is iterating through.
//9cout << "X: " << x << " Y: " << y << endl;
}
//cout << endl;
//cout << "================================================================================";
//cout << endl;
}
}
void buildBoard()
{
for(int y = 0; y < 25; y++)
{
for(int x = 0; x < 80; x++)
{
board[x][y] = 0;
if(ghostBoard[x][y] == 1)
{
board[x][y] = 1;
}
else
{
board[x][y] = 0;
}
if(board[x][y] == 1)
{
setcolor(10);
cout << char(2);
}
else
{
setcolor(2);
cout << " ";
}
}
//cout << endl;
//cout << "================================================================================";
//cout << endl;
}
cin.get();
nextStep();
}
void nextStep()
{
for(int y = 0; y < 25; y++)
{
for(int x = 0; x < 80; x++)
{
//cout << "board[" << x << "]" << "[" << y << "]" << endl;
//if(board[(x-1)][(y-1)] == 1) cout << "WOOOOOT";
state = 0;
state = board[(x)][(y-1)] + state; // top - middle
state = board[(x-1)][(y-1)] + state; //top - left
state = board[(x+1)][(y-1)] + state; //top - right
state = board[(x)][(y+1)] + state; //bottom - middle
state = board[(x-1)][(y+1)] + state; //bottom - left
state = board[(x+1)][(y+1)] + state; //bottom - right
state = board[(x-1)][(y)] + state; //middle - left
state = board[(x+1)][(y)] + state; //middle - right
//cout << "state: " << state << " board[" << x << "][" << y << "]" << endl;
if(state == 3) ghostBoard[x][y] = 1;
if(state < 2) ghostBoard[x][y] = 0 ;
//if(board[x][y] == 1){
//if(state == 2) ghostBoard[x][y] = 1;
//}else{
//ghostBoard[x][y] = 0;
//}
if(state > 3) ghostBoard[x][y] = 0;
state = 0;
}
//cout << endl;
//cout << "================================================================================";
//cout << endl;
}
//cout << endl;
//cout << seconds << endl;
buildBoard();
}
void setcolor(unsigned short color) //The function that you'll use to
{
//set the colour
HANDLE hcon = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(hcon,color);
}
void makeCell()
{
glClearColor(0,0,1,1);
}