(不,我的意思不是显示一个精灵非常基本的,我根本想不出更好的标题,因为我不完全了解什么错误。)
简单地说,我有一个精灵,当被绘制到屏幕上,会显示不出来,但如果我在做临时精灵做一些测试int main()
并将其绘制到屏幕上,他们表现出了完美的罚款。 所以,我知道我做错了我的类的设计或东西,因为他们是在精灵将不会显示。
(注:我所有的类都是的命名空间下rpg::
我会剪下来,以节省空间,但我可能会使用它在我的代码不加思考-所以要去除可能发生的任何混淆)
码:
rpg.h:
static sf::Texture PlayerTexture;
/*
NOTE: Loads in All Textures for use
--This works properly (tested)
*/
static void SetUp()
{
if(!PlayerTexture.loadFromFile("C:/Program Files (x86)/Terentia/Files/Textures/player.png"))
{
std::cout<<"Error: texture failed to load..."<<std::endl;
}
}
AbstractComponents.h
//Abstract class for handling graphics
class GraphicsComponent : public rpg::Component, public sf::Drawable
{
protected:
sf::Sprite mySprite;
public:
virtual void HandleEvents(GameObject& object, sf::RenderWindow& screen, rpg::EventList& events) = 0;
//Copy Constructor
GraphicsComponent(const GraphicsComponent& me) {
mySprite = me.mySprite; }
GraphicsComponent& GraphicsComponent::operator= (const GraphicsComponent &me){
mySprite = me.mySprite; }
GraphicsComponent() {}
virtual ~GraphicsComponent() {}
};
PlayerGraphicsComponent.h
class PlayerGraphicsComponent : public rpg::GraphicsComponent
{
public:
virtual void Receive(rpg::Message message);
virtual void HandleEvents(GameObject& object, sf::RenderWindow& screen, rpg::EventList& events);
PlayerGraphicsComponent() { mySprite.setTexture(rpg::PlayerTexture); }
~PlayerGraphicsComponent();
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
//Draw sprite onto the screen.
target.draw(mySprite, states);
}//needed to make drawable
};
GameObject.h
class GameObject : public rpg::ContainerObject, public sf::Drawable
{
public:
sf::Vector2f myPosition;
rpg::Movable CanMove;
GameObject();
GameObject(std::shared_ptr<InputComponent> input,
std::shared_ptr<GraphicsComponent> graphics,
std::shared_ptr<PhysicsComponent> physics )
: myInput(input),
myGraphics(graphics),
myPhysics(physics)
{myPosition.x = 0;
myPosition.y = 0;}
//Copy Constructor
GameObject(const GameObject& me) {
myInput = me.myInput;
myGraphics = me.myGraphics;
myPhysics = me.myPhysics;
myPosition = me.myPosition; }
GameObject& GameObject::operator= (const GameObject &me);
~GameObject();
void HandleEvents(sf::RenderWindow& screen, rpg::EventList& events)
{
myInput->HandleEvents(*this, screen, events);
myPhysics->HandleEvents(*this, screen, events);
myGraphics->HandleEvents(*this, screen, events);
}
private:
std::shared_ptr<InputComponent> myInput;
std::shared_ptr<GraphicsComponent> myGraphics;
std::shared_ptr<PhysicsComponent> myPhysics;
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
target.draw(*myGraphics, states);
}//needed to make drawable
};http://stackoverflow.com/questions/13899077/c-sfml-display-glitch-with-sprite-member-changed-by-mouseclick
main.cpp中
int main()
{
//Loads in all textures, info, etc
rpg::SetUp();
//Create Player Object
ptrGameObject player = rpg::CreatePlayer();
//Create render window and give it it's info
sf::RenderWindow screen;
screen.create(sf::VideoMode(800, 640), "Terentia", sf::Style::Close);
screen.setVerticalSyncEnabled(1); // Setting max framerate to 60 (Facultative)
screen.setFramerateLimit(60); // Setting max framerate to 60 (Facultative)
rpg::EventList eventList;
while(screen.isOpen())
{
sf::Event events;
while(screen.pollEvent(events))
{
eventList.push_back(events);
if (events.type == sf::Event::Closed)
{
screen.close();
}
}
//Handle Object Events here
player->HandleEvents(screen, eventList);
//End Object Handle Events
eventList.clear();
//temp sprite for test
std::shared_ptr<sf::Sprite> tempSprite(new sf::Sprite());
tempSprite->setTexture(rpg::PlayerTexture);
screen.clear();
//Doesn't draw to screen
screen.draw(*player);
//Does draw to screen.
screen.draw(*tempSprite);
screen.display();
}
return 0;
}
我知道有一吨的代码在这里,但我相信,至少大部分是相关的。 我没有丝毫的想法,为什么在图形组件精灵不显示,但临时精灵工作完全正常,即使这两个精灵纹理指向相同的纹理。 我的猜测是,我做错了什么与类内的抽奖功能,但它们看起来没什么问题。 我认为这是我的另一件事是,对象的精灵不会再让纹理出于某种原因,但我做到设置其质地为rpg::PlayerTexture
在其HandleEvents()
函数,以便它设置纹理肯定的,但它还是不解决它。 我是在一个完全丧失这一点,它可能是简单的东西。
感谢您抽出宝贵时间,通过这一切阅读,如果你能,我很想解释,为什么这个问题是问题。 谢谢