Allegro DrawSprite()在c++中不能正常工作

Allegro DrawSprite() wont function correctly C++

本文关键字:常工作 不能 工作 c++ DrawSprite Allegro      更新时间:2023-10-16

简单的x和O的游戏。如果按下1-9个键,在板上的正确位置画一个X或O:

7 | 8 | 9

4 | 5 | 6

1 | 2 | 3

代码如下,changePlayer()函数只是改变播放器(不包括)我用board[0]来表示它是哪个玩家。

当我运行程序板显示正确,但X和O不画当我按下一个键。

我试过把所有的东西都画到缓冲区,然后把缓冲区画到屏幕上,但行不通。如果我不使用缓冲区,只是把所有的东西直接画到屏幕上-它工作得很完美!

我肯定我错过了一些简单的东西:S这是代码:

int main()
{
int winner = 0;
BITMAP *xSprite;
BITMAP *oSprite;
BITMAP *newSprite;
int board[10];
int i = 0;
for(i=0; i<10; i++)
{
    board[i] = 0;
}
allegro_init();
install_keyboard();
set_color_depth(16);
set_gfx_mode( GFX_AUTODETECT, 1920, 1080, 0, 0);
xSprite = load_bitmap( "x.bmp", NULL);
oSprite = load_bitmap( "o.bmp", NULL);
BITMAP *buffer = create_bitmap(1920, 1080);
//draw black background
rectfill(buffer,0,0,1920,1080,makecol(0,0,0));
//draw white grid
line( buffer, 200, 0, 200, 480, makecol( 255, 255, 255));
line( buffer, 400, 0, 400, 480, makecol( 255, 255, 255));
line( buffer, 0, 150, 680, 150, makecol( 255, 255, 255));
line( buffer, 0, 300, 680, 300, makecol( 255, 255, 255));
acquire_screen();
blit(buffer, screen, 0, 0, 0, 0, 1920, 1080);
clear_bitmap(buffer);
release_screen();
while(!key[KEY_ESC])
{
  clear_keybuf();
  if (board[0] == 0)
    newSprite = xSprite;
  else
    newSprite = oSprite;
  acquire_screen();
  if(key[KEY_7] && board[7] == 0) {draw_sprite( screen, newSprite, 0, 0); board[7] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_8] && board[8] == 0) {draw_sprite( screen, newSprite, 200, 0); board[8] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_9] && board[9] == 0) {draw_sprite( screen, newSprite, 400, 0); board[9] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_4] && board[4] == 0) {draw_sprite( screen, newSprite, 0, 150); board[4] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_5] && board[5] == 0) {draw_sprite( screen, newSprite, 200, 150); board[5] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_6] && board[6] == 0) {draw_sprite( screen, newSprite, 400, 150); board[6] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_1] && board[1] == 0) {draw_sprite( screen, newSprite, 0, 300); board[1] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_2] && board[2] == 0) {draw_sprite( screen, newSprite, 200, 300); board[2] = 1+board[0]; board[0] = changePlayer(board[0]);}
  if(key[KEY_3] && board[3] == 0) {draw_sprite( screen, newSprite, 400, 300); board[3] = 1+board[0]; board[0] = changePlayer(board[0]);}
  release_screen();
}
return 0;
}   
END_OF_MAIN(); 

考虑到Allegro 4真的很老,在现代操作系统上并不总是工作得很好,一些一般的提示:

  • 如果你刚刚开始,使用快板5

  • 始终使用set_color_depth(desktop_color_depth())以获得最大的兼容性

  • 使用GFX_GDI以获得最大的兼容性。(显然不是最快的驱动程序,但对于简单的游戏,这并不重要。)

  • 不要使用acquire_screen()release_screen()

对于您的特定问题,没有什么可说的,因为您发布的代码显然适用于您。如果你使用的是缓冲,当然你需要确保每一帧都把它blit到屏幕上。

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