c++ SFML精灵不能通过类绘制

C++ SFML Sprite not being drawn through classes

本文关键字:绘制 不能 SFML 精灵 c++      更新时间:2023-10-16

(不,我指的不是显示精灵的基本知识。我简直想不出一个更好的标题,因为我不完全明白哪里出了问题。

简单地说,我有一个精灵,当被绘制到屏幕上时,它不会显示出来,但如果我在int main()中制作临时精灵并将它们绘制到屏幕上,它们就会完美地显示出来。所以我知道我在类的设计上做错了什么,因为它们是精灵无法显示的地方。

(注意:我所有的类都在rpg::的命名空间下,我将把它剪掉以节省空间,但我可能会在我的代码中不加思考地使用它-以便消除可能发生的任何混乱)

代码:

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

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;
}

我知道这里有大量的代码,但我相信至少其中大部分是相关的。我不知道为什么图像组件中的精灵没有显示出来,但是临时精灵运行得很好,即使两个精灵的纹理都指向相同的纹理。我的猜测是我在类内部的draw函数中做错了什么,但对我来说它们看起来很好。另一件事,我认为我的是,对象的精灵没有保持纹理出于某种原因,但我使它设置其纹理rpg::PlayerTexture在其HandleEvents()函数,以便它会设置纹理肯定,但这并没有解决它。我完全搞不懂,可能是什么简单的东西。

感谢您花时间阅读所有这些内容,如果您可以的话,我希望您能解释一下为什么这个问题是问题。由于

当你将一个类的成员声明为静态时,这意味着无论创建多少个类的对象,都只有一个静态成员的副本。您需要将其声明为"extern"。extern sf::Texture PlayerTexture