SDL在屏幕上显示分数

SDL show score on screen

本文关键字:显示 屏幕 SDL      更新时间:2023-10-16

正在制作《Pong》的克隆版本。在屏幕上显示分数时出现严重问题。我发现很多东西都使用图像,但我只想使用文本来显示分数。我试图使用SDL TTF库来加载字体并显示它,但它不会正确显示。我发现了这个问题如何在SDL的屏幕上blit得分?回复说使用我尝试过的SDL_BlitSurface(),我刚刚得到了一个构建错误(假设我做得正确)

下面是我调用的绘制乐谱的函数:

void Pong::drawScore(){
    leftScoreChar = leftScore;
    rightScoreChar = rightScore;
    SDL_Color text_color = {255, 255, 255};
    score = TTF_RenderText_Solid(font,
                                 &leftScoreChar,
                                 text_color);
    score2 = TTF_RenderText_Solid(font,
                                 &rightScoreChar,
                                 text_color);
    leftScoreText = SDL_CreateTextureFromSurface(renderer, score);
    rightScoreText = SDL_CreateTextureFromSurface(renderer, score2);
    SDL_RenderCopy(renderer, leftScoreText, NULL, &scoreA);
    SDL_RenderCopy(renderer, rightScoreText, NULL, &scoreB);
}

当运行时输出如下:https://goo.gl/dZxDEa

对不起,我想在帖子里放一张图片,但显然我不能。

并且分数不会显示,除非存储分数的整数由于某种原因等于1并显示为零。分数肯定是在增加的因为我让游戏输出分数到主机来确保。我到底做错了什么让分数显示不正确,出现了00这样的东西?

有很多方法可以做到这一点。您可以通过SDL_SurfaceSDL_Texture来实现。我将分别说明这两种方法。(根据需要调整)

int fontsize = 24;
int t_width = 0; // width of the loaded font-texture
int t_height = 0; // height of the loaded font-texture
SDL_Color text_color = {0,0,0};
string fontpath = "my font path";
string text = "text I want to display";
TTF_Font* font = TTF_OpenFont(fontpath.c_str(), fontsize);
SDL_Texture* ftexture = NULL; // our font-texture
// check to see that the font was loaded correctly
if (font == NULL) {
    cerr << "Failed the load the font!n";
    cerr << "SDL_TTF Error: " << TTF_GetError() << "n";
}
else {
    // now create a surface from the font
    SDL_Surface* text_surface = TTF_RenderText_Solid(font, text.c_str(), text_color);
    // render the text surface
    if (text_surface == NULL) {
        cerr << "Failed to render text surface!n";
        cerr << "SDL_TTF Error: " << TTF_GetError() << "n";
    }
    else {
        // create a texture from the surface
        ftexture = SDL_CreateTextureFromSurface(renderer, text_surface);
        if (ftexture == NULL) {
            cerr << "Unable to create texture from rendered text!n";
        }
        else {
            t_width = text_surface->w; // assign the width of the texture
            t_height = text_surface->h; // assign the height of the texture
            // clean up after ourselves (destroy the surface)
            SDL_FreeSurface(surface);
        }
    }
}

注意,您可以简单地停止只使用表面。然而,由于表面是软件渲染的,纹理可以说是更好的,因为它是加载在VRAM中。(点击这里阅读更多:表面和纹理的区别(SDL/general))

然后,你所要做的就是渲染它(类似于这样):

int x = 0;
int y = 0;
SDL_Rect dst = {x, y, t_width, t_height};
SDL_RenderCopy(renderer, ftexture, NULL, &dst); // renderer is a variable of the type `SDL_Renderer*`

最后,记住显示内容的顺序很重要!