我目前在學習SDL,我正在嘗試創建一個Pacman遊戲。我試圖採取措施,以避免陷入大量的代碼。在SDL中渲染無運動圖像
到目前爲止,我已經創建了一個空白窗口,並呈現一個Pacman圖像。我可以按下箭頭鍵並在窗口周圍移動Pacman。我已經設置好Pacman圖像作爲SDL_Texture存儲,我使用RenderCopy將它存儲到窗口中。每次用戶按下箭頭時,我都會移動圖像的座標並重新渲染整個圖像。這工作得很好。不過,現在我想在屏幕上放一些點來讓吃豆子的人吃。如果我加載一個點圖像並將其作爲一個新的紋理與Pacman一起移動到屏幕上,但是,每當我移動Pacman時,點就會閃爍出來,因爲它正在被抹去並與Pacman一起渲染。
我的問題是,我該如何避免這種「閃爍」?我能以某種方式重新呈現Pacman而不重繪渲染屏幕的其餘部分嗎?還是有另一種方法來做到這一點?我想我在後臺嘗試創建迷宮時也會遇到同樣的問題。我如何製作靜態背景,每次渲染時都不會閃爍出來?
以下是我的代碼到目前爲止。請原諒我,如果在那裏有任何不良形式的代碼。正如我所說的,我剛剛開始學習SDL(對於C++來說也很新穎),所以如果有什麼明顯的「你永遠不應該那樣做!」在那裏樣的東西,我將不勝感激有人指點一下:)
#include <iostream>
#include <SDL2/SDL.h>
using namespace std;
const int WINDOW_HEIGHT = 480;
const int WINDOW_WIDTH = 640;
const int MOVE_WIDTH = 10;
int main(int argc, const char * argv[])
{
SDL_Window* mainWindow = NULL; //To hold the main window
SDL_Renderer* renderer = NULL; //To hold the renderer
SDL_Rect targetRect; //Rectangle to which pacman image will be drawn
SDL_Surface* bmpSurface = NULL; //To hold bmp image
SDL_Texture* bmpTexture = NULL; //To hold bmp image
//Initialize SDL and check for errors
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
cout << "ERROR: could not initialize SDL." << endl;
}
//Create a window
mainWindow = SDL_CreateWindow("BAM", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, 0);
if (mainWindow == NULL)
{
cout << "ERROR: could not initialize mainWindow." << endl;
}
//Initialize renderer
renderer = SDL_CreateRenderer(mainWindow, -1, SDL_RENDERER_ACCELERATED);
//Load image and store in an SDL_Surface
bmpSurface = SDL_LoadBMP("/Users/billgrenard/Desktop/Programs/SDL/SDL_KeyPresses/SDL_KeyPresses/pacman_closed.bmp");
if (bmpSurface == NULL)
{
cout << "ERROR: could not load bmp file." << endl;
}
//Convert surface to texture for rendering
bmpTexture = SDL_CreateTextureFromSurface(renderer, bmpSurface);
if (bmpTexture == NULL)
{
cout << "ERROR: could not convert bmp surface." << endl;
}
SDL_FreeSurface(bmpSurface);
//Define rectangle where pacman image is to be blitted
targetRect.w = 30;
targetRect.h = 30;
targetRect.x = (WINDOW_WIDTH/2) - (targetRect.w/2);
targetRect.y = (WINDOW_HEIGHT/2) - (targetRect.h/2);
//Main game loop
while (1)
{
SDL_Event e;
if (SDL_PollEvent(&e))
{
//Quit when user x's out the window
if (e.type == SDL_QUIT)
{
break;
}
//If user presses a key enter switch statement
else if(e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym) {
//If user presses up arrow and the resulting move is inside the window, then move the Pacman's position
case SDLK_UP:
if (targetRect.y - MOVE_WIDTH > 0)
{
targetRect.y -= MOVE_WIDTH;
}
break;
//If user presses down arrow and the resulting move is inside the window, then move the Pacman's position
case SDLK_DOWN:
if (targetRect.y + MOVE_WIDTH < (WINDOW_HEIGHT - targetRect.w))
{
targetRect.y += MOVE_WIDTH;
}
break;
//If user presses right arrow and the resulting move is inside the window, then move the Pacman's position
case SDLK_RIGHT:
if (targetRect.x + MOVE_WIDTH < (WINDOW_WIDTH - targetRect.w))
{
targetRect.x += MOVE_WIDTH;
}
break;
//If user presses left arrow and the resulting move is inside the window, then move the Pacman's position
case SDLK_LEFT:
if (targetRect.x - MOVE_WIDTH > 0)
{
targetRect.x -= MOVE_WIDTH;
}
break;
default:
break;
}
}
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, bmpTexture, NULL, &targetRect);
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow(mainWindow);
SDL_DestroyTexture(bmpTexture);
SDL_DestroyRenderer(renderer);
SDL_Quit();
return 0;
}
編輯:在回答RASER的評論,這裏是我發現PollEvent例如鏈接:http://wiki.libsdl.org/SDL_CreateRenderer?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29
你是如何渲染點? – raser
我加載了點圖像並將其存儲在新紋理中。然後,我使用相同的渲染器調用了第二個RenderCopy(在用於Pacman圖像的RenderCopy之後),但渲染了點紋理並使用了不同的targetRect。然後,我只保留了代碼中已有的RenderPresent函數渲染點和Pacman。 – wgrenard
我剛纔寫了一個測試,看它是否會這樣做,而不是。 pacman是否與點或點一起閃爍? – raser