如何在Visual Studio 2017中设置SFML?

How can I setup SFML in Visual Studio 2017?

本文关键字:设置 SFML 2017 Studio Visual      更新时间:2023-10-16

我不知道这是否发生在你们中的一些人身上。我还没有开始编程,因为"我不知道从哪里开始"。我想做一个平台视频游戏,8位一个。是的,这将需要大量的时间和技巧,但我总是喜欢跳到复杂的东西。

我是那种喜欢使用最新程序的人。所以我使用Visual Studio 2017,但是SFML最高可达VS2015。有没有办法使用SFML是VS2017?我能做什么?

首先,恭喜你开始了编程之旅!

然而,作为一个辅导过许多有相同抱负的孩子(例如学习C++制作视频游戏)的人,我建议你从一条更简单的道路开始。

我不会尝试学习C#或Java或其他语言,因为我和许多其他人实际上是从C开始的;这不是关于学习特定的语言,而是关于理解整个系统。线程、对象、循环或函数的概念不会改变,而是在语言之间改变它的使用方式。

我是那种喜欢使用最新程序的人。

虽然这通常对大多数程序都有好处,但由于错误修复或其他增强功能,但对于开发环境并非如此。当你更新Visual Studio时,你通常会更新整个工具链:编译器,链接器,SDK等。

这意味着可以引入有缺陷的编译器,或者将代码标记为已弃用,以及其他需要考虑的问题。尤其是在开发类似游戏的东西时。

我还没有开始编程,因为"我不知道从哪里开始">

这是一个简单的"战争"纸牌游戏,模拟2名玩家;它会自动进行战争,直到赢得游戏。它重复此操作,直到收到中断信号(CTRL+C),并打印出任何游戏中的最大回合数,以及我们的"自动玩家"玩的任何游戏中的最小回合数。

它是C++的,可以修改为接受用户输入二十一点或扑克游戏,并且您可以在任何系统上简单地构建它。

此代码用于教学,因此您可以获取此代码、修改它、生成它、运行它,并了解每个步骤中发生的情况。

从那里,您可以了解更多信息,提出更多问题,最终您将能够使用 SFML 制作您的 2D 平台游戏。

战争.cpp

#include <iostream>
#include <string>
#include <sstream>
#include <deque>
#include <algorithm>
#include <ctime>
#include <cstdlib>
#include <csignal>
#define print(v) std::cout << v
#define printl(v) std::cout << v << std::endl
namespace util {
class random {
public:
random() { std::srand(std::time(0)); }
int get(int max_val) { return std::rand() % max_val; }
};
}
namespace battle {
class suit {
public:
typedef enum enum_t {
HEART,
DIAMOND,
CLUB,
SPADE,
END
} enum_t;
suit() : m_val(END) {}
suit(const suit& cp) : m_val(cp.m_val) {}
explicit suit(enum_t val) : m_val(val) {}
suit& operator=(const suit& other)
{
this->m_val = other.m_val;
return *this;
}
suit& operator=(const enum_t& other)
{
this->m_val = other;
return *this;
}
bool operator==(const enum_t& other) { return (this->m_val == other); }
bool operator!=(const enum_t& other) { return (this->m_val != other); }
bool operator<(const enum_t& other) { return (this->m_val < other); }
bool operator>(const enum_t& other) { return (this->m_val > other); }
operator int() const { return static_cast<int>(this->m_val); }
operator enum_t() const { return this->m_val; }

friend std::ostream& operator<<(std::ostream& os, const battle::suit& val)
{
switch (val.m_val) {
case battle::suit::HEART: os << "♥"; break;
case battle::suit::DIAMOND: os << "♦"; break;
case battle::suit::CLUB: os << "♣"; break;
case battle::suit::SPADE: os << "♠"; break;
default: os << '?'; break;
}
return os;
}
private:
enum_t m_val;
};

class value {
public:
typedef enum enum_t {
ACE,
ONE,
TWO,
THREE,
FOUR,
FIVE,
SIX,
SEVEN,
EIGHT,
NINE,
JACK,
QUEEN,
KING,
END
} enum_t;
value() : m_val(END) {}
value(const value& cp) : m_val(cp.m_val) {}
explicit value(enum_t val) : m_val(val) {}
value& operator=(const value& other)
{
this->m_val = other.m_val;
return *this;
}
value& operator=(const enum_t& other)
{
this->m_val = other;
return *this;
}
bool operator==(const enum_t& other) { return (this->m_val == other); }
bool operator!=(const enum_t& other) { return (this->m_val != other); }
bool operator<(const enum_t& other) { return (this->m_val < other); }
bool operator>(const enum_t& other) { return (this->m_val > other); }
operator int() const { return static_cast<int>(this->m_val); }
operator enum_t() const { return this->m_val; }
friend std::ostream& operator<<(std::ostream& os, const battle::value& val)
{
switch (val.m_val) {
case battle::value::ACE: os << 'A'; break;
case battle::value::JACK: os << 'J'; break;
case battle::value::QUEEN: os << 'Q'; break;
case battle::value::KING: os << 'K'; break;
default: os << static_cast<int>(val); break;
}
return os;
}
private:
enum_t m_val;
};
class card {
public:
card() : m_val(value::END), m_suit(suit::END) {}
card(const card& cp) : m_val(cp.m_val), m_suit(cp.m_suit) {}
card(int suit, int val) : m_val(static_cast<value::enum_t>(val)), m_suit(static_cast<suit::enum_t>(suit)) {}
card(suit::enum_t suit, value::enum_t val) : m_val(val), m_suit(suit) {}
~card() {}

card& operator=(const card& other)
{
this->m_val = other.m_val;
this->m_suit = other.m_suit;
return *this;
}

bool operator==(const card& other)
{
return (this->m_val == other.m_val && this->m_suit == other.m_suit);
}

bool operator!=(const card& other)
{
return !(this->m_val == other.m_val && this->m_suit == other.m_suit);
}

bool operator<(const card& other)
{
if (this->m_val == value::ACE) {
return false;
}
return (this->m_val < other.m_val);
}

bool operator>(const card& other)
{
if (this->m_val == value::ACE) {
return (other.m_val != value::ACE);
}
return (this->m_val > other.m_val);
}

bool empty() const
{
return (this->m_val == value::END ||
this->m_suit == suit::END);
}

friend std::ostream& operator<<(std::ostream& os, const card& obj)
{
os << obj.m_val << obj.m_suit;
return os;
}

int suit() const
{
return this->m_suit;
}

value::enum_t value() const
{
return this->m_val;
}

private:      
battle::value m_val;
battle::suit m_suit;
};
class deck {
public:
static const std::size_t DECK_SIZE = 52;
static const std::size_t HALF_DECK = 26;
deck() : m_rand(), m_deck() {}

~deck() {}

bool add(card& c)
{
if (c.empty()) { return false; }
const std::size_t idx = static_cast<std::size_t>(c.suit());
itr_t cv = std::find(this->m_deck.begin(), this->m_deck.end(), c);
bool found = (cv != this->m_deck.end());
if (!found) {
this->m_deck.insert(this->m_deck.begin(), c);
return true;
}
return false;
}

void add_init(card c)
{
const std::size_t idx = static_cast<std::size_t>(c.suit());
this->m_deck.push_back(c);
}
card deal()
{
if (!this->empty()) {
std::size_t cnt = this->m_deck.size();
if ((cnt == 0) || ((cnt - 1) == 0)) {
card ret(this->m_deck[0]);
this->m_deck.erase(this->m_deck.begin());
return ret;
}
cnt = this->m_rand.get(cnt);
card ret = this->m_deck[cnt];
this->remove_it(ret);
return ret;
}
return card();
}

bool empty() const
{
return this->m_deck.empty();
}
void fill()
{
printl("Filling deck");
for (int s = suit::HEART; s < suit::END; ++s) {
for (int v = value::ACE; v < value::END; ++v) {
this->add_init(battle::card(s, v));
}
}
}
void top_to_back()
{
card& c = this->m_deck[this->m_deck.size()-1];
for (itr_t s = this->m_deck.begin(); s != this->m_deck.end(); ++s) {
if ((*s) == c) {
this->m_deck.erase(s);
break;
}
}
this->m_deck.insert(this->m_deck.begin(), c);
}
void remove(const card& c)
{
if (!this->empty()) {
this->remove_it(c);
}
}

std::size_t size() const
{
return this->m_deck.size();
}
card operator[](std::size_t idx) const
{
return this->m_deck[idx];
}

private:
deck(const deck& cp); // = delete
deck& operator=(const deck& other); // = delete
util::random m_rand;
std::deque<card> m_deck;
typedef std::deque<card>::iterator itr_t;

void remove_it(const card& c)
{
for (itr_t s = this->m_deck.begin(); s != this->m_deck.end(); ++s) {
if ((*s) == c) {
this->m_deck.erase(s);
break;
}
}
}
};
class player {
public:
player() : m_hand(), m_name("NaN"), m_id(), m_tot_add(0), m_tot_rem(0), m_won(0), m_other(0) {}
player(std::size_t id) : m_hand(), m_name(), m_id(id), m_tot_add(0), m_tot_rem(0), m_won(0), m_other(0)
{
std::stringstream ss;
ss << "Player " << id;
this->m_name = ss.str();
}

void add_init(card c)
{
this->m_hand.add_init(c);
}

bool add_card(card c)
{
++this->m_tot_add;
return this->m_hand.add(c);
}

void add_cards(const std::deque<card>& cards)
{
std::deque<card>::const_iterator start = cards.begin();
while (start != cards.end()) {
this->add_card(*start);
++start;
}
}

bool empty() const
{
return this->m_hand.empty();
}
std::deque<card> battle_group() const
{
std::deque<card> ret;
if (!this->empty()) {
std::size_t top_idx = this->m_hand.size()-1;
for (std::size_t i = 0; i < 4 && top_idx > 0; ++i) {
ret.push_back(this->m_hand[--top_idx]);
}
}
return ret;
}

std::size_t hand_size() const
{
return this->m_hand.size();
}
std::size_t id() const
{
return this->m_id;
}

std::string name() const
{
return this->m_name;
}

void print_hand() const
{
for (std::size_t i = 0; i < this->m_hand.size(); ++i) {
std::cout << this->m_hand[i] << std::endl;
}
}

void remove_card(card c)
{
++this->m_tot_rem;
this->m_hand.remove(c);
}

void remove_cards(const std::deque<card>& cards)
{
std::deque<card>::const_iterator start = cards.begin();
while (start != cards.end()) {
this->remove_card(*start);
++start;
}
}

void print_stats()
{
printl("---" << this->name() << "---");
printl("Hand: " << this->m_hand.size());
printl("Wins: " << this->m_won);
printl("Took: " << this->m_tot_add);
printl("Lost: " << this->m_tot_rem);
}

void set_other_play(player& other)
{
this->m_other = &other;
}
void takes(card& c)
{
printl(this->m_name << " takes " << c);
this->m_hand.top_to_back();
this->m_other->remove_card(c);
this->add_card(c);
}
card top_card() const
{
if (this->empty()) { return card(); }
return this->m_hand[this->m_hand.size()-1];
}
void won_battle(card& c)
{
printl(this->m_name << " won the battle!");
this->takes(c);
++this->m_won;
}
void won_battle(const std::deque<card>& cards)
{
std::deque<card>::const_iterator start = cards.begin();
this->m_hand.top_to_back();
print(this->m_name << " won the battle, takes");
while (start != cards.end()) {
print(" " << *start);
this->m_other->remove_card(*start);
this->add_card(*start);
++start;
}
printl("");
++this->m_won;
}
private:
deck m_hand;
std::string m_name;
std::size_t m_id;
std::size_t m_tot_add;
std::size_t m_tot_rem;
std::size_t m_won;
player* m_other;
};
class game {
public:
game() : m_deck(), m_p1(1), m_p2(2), m_turns(0), m_battles(0)
{
this->m_p1.set_other_play(this->m_p2);
this->m_p2.set_other_play(this->m_p1);
this->m_deck.fill();
printl("Dealing cards");
for (std::size_t i = 0; i < deck::HALF_DECK; ++i) {
this->m_p1.add_init(this->m_deck.deal());
this->m_p2.add_init(this->m_deck.deal());
}
}
std::size_t dobattle(battle::card& c1, battle::card& c2)
{
printl("BATTLE!!!!");
++this->m_battles;
std::size_t sz1 = this->m_p1.hand_size();
std::size_t sz2 = this->m_p2.hand_size();
if (sz2 <= 1 && sz1 > 1) {
this->m_p1.won_battle(c2);
return this->m_p1.id();
}
if (sz1 <= 1 && sz2 > 1) {
this->m_p2.won_battle(c1);
return this->m_p2.id();
}
std::deque<battle::card> t1 = this->m_p1.battle_group();
std::deque<battle::card> t2 = this->m_p2.battle_group();
printl(this->m_p1.name() << ": " << t1.back() << ", " << this->m_p2.name() << ": " << t2.back());
if (t1.back() > t2.back()) {
this->m_p1.won_battle(t2);
return this->m_p1.id();
} else if (t1.back() < t2.back()) {
this->m_p2.won_battle(t1);
return this->m_p2.id();
} else { // another battle
this->m_p1.remove_card(c1); this->m_p1.remove_cards(t1);
this->m_p2.remove_card(c2); this->m_p2.remove_cards(t2);
if (this->dobattle(t1.back(), t2.back()) == this->m_p1.id()) {
this->m_p1.add_card(c1); this->m_p1.add_cards(t1);
this->m_p2.add_card(c2); this->m_p2.add_cards(t2);
this->m_p1.won_battle(t2);
return this->m_p1.id();
} else {
this->m_p1.add_card(c1); this->m_p1.add_cards(t1);
this->m_p2.add_card(c2); this->m_p2.add_cards(t2);
this->m_p2.won_battle(t1);
return this->m_p2.id();
}
}
return 0;
}
void play()
{
battle::card c1, c2;
while (true) {
if (this->check_win()) break;
c1 = this->m_p1.top_card();
c2 = this->m_p2.top_card();
printl(this->m_p1.name() << ": " << c1 << ", " << this->m_p2.name() << ": " << c2);
if (c1 < c2) {
this->m_p2.takes(c1);
} else if (c1 > c2) {
this->m_p1.takes(c2);
} else { // c1 == c2
this->dobattle(c1, c2);
}
++this->m_turns;
if (this->check_win()) break;   
}
printl("");
printl("Game over!");
printl("");
}
void print_stats()
{
printl("----Stats----");
printl("Turns: " << this->m_turns);
printl("Battles: " << this->m_battles);
this->m_p1.print_stats();
this->m_p2.print_stats();
}
std::size_t turns() const { return this->m_turns; }
std::size_t battles() const { return this->m_battles; }
private:
deck m_deck;
player m_p1;
player m_p2;
std::size_t m_turns;
std::size_t m_battles;
bool check_win() const
{
if (this->m_p1.empty() || this->m_p2.empty()) {
if (this->m_p1.empty() && !this->m_p2.empty()) {
printl(this->m_p2.name() << " WINS!");
} else if (!this->m_p1.empty() && this->m_p2.empty()) {
printl(this->m_p1.name() << " WINS!");
} else {
printl("TIE?");
}
return true;
}
return false;
}
};
}
static volatile bool m_stop;
static void sig_hand(int sig) {
if (sig == SIGINT) { m_stop = true; }
}
int main(int argc, char* argv[])
{
std::size_t x = ~0;
std::size_t n = 0;
std::size_t g = 0;
const std::size_t MAX = 8; // 7*4 = 28
std::signal(SIGINT, sig_hand);
while ((x > MAX) && !m_stop) {
battle::game game;
game.play();
++g;
game.print_stats();
if (game.turns() < x) {
x = game.turns();
std::cerr << "least: " << x << std::endl;
}
if (n < game.turns()) {
n = game.turns();
std::cerr << "most: " << n << std::endl;
}
}
//printl("Done! Games played: " << g << ", Least turns: " << x << ", Most turns: " << n);
std::cerr << "Done! Games played: " << g << ", Least turns: " << x << ", Most turns: " << n << std::endl;
return 0;
}

希望能有所帮助。

请注意,SFML现在可以与VS2017一起使用。

我有 2.5 版二进制文件,无需编译。

请参阅此处的说明:

https://www.sfml-dev.org/tutorials/2.5/start-vc.php