所以我有臭名昭著的白方块问题(再次),这一次我尽可能返回参考,但无济于事。我有一个Level
包含 的向量GamePieces
,每个GamePiece
对象都包含一个sf::sprite
。这是尝试从中绘制精灵的代码GamePiece
:
引擎.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;
};
绘图的引擎功能:
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();
}
请记住,wallTile
's 和bgTile
's 画得很好,最后一个 for 循环给了我白色方块。
以下是相关的函数和类:
//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;
}
很多代码,我知道,但我真的不知道纹理在哪里超出范围,假设这是错误的。查看类似的帖子,这可能是问题所在,但我需要帮助才能找到它。