我正在寫這個相對簡單的程序,以便在空格鍵被按下時從移動的字符中射出一個小的子彈。SFML - 試圖從矢量繪製精靈時程序崩潰
該程序編譯沒有任何錯誤(在代碼塊中)並運行,直到按下空格鍵。該程序不是發射彈丸,而是迅速崩潰。
我想我已經能夠將碰撞隔離到我將彈丸畫到屏幕的那一行(ln.83)。我只是在前後使用cout語句,第二個語句沒有顯示。
for (int ii = 0; ii < inMotion.size(); ii++)
{
window.draw(inMotion[ii].bulletSprite);
}
我相信我所有的代碼都是解決這個問題的必要條件,所以我已經發布了所有的代碼。
#include <iostream>
#include <SFML/Graphics.hpp>
#include <string.h>
#include <math.h>
#include <vector>
using namespace std;
class Projectile
{
public:
Projectile(int, string);
void moveBullet();
sf::Sprite bulletSprite;
private:
sf::Texture bulletTexture;
int speed;
string bulletTextureString;
};
Projectile::Projectile(int s, string t)
{
speed = s;
bulletTextureString = t;
if(!bulletTexture.loadFromFile((bulletTextureString).c_str()))
{
cout << "error";
}
bulletSprite.setTexture(bulletTexture);
}
void Projectile::moveBullet()
{
bulletSprite.move(speed, 0);
}
class thePlayer
{
public:
void Fire(sf::Time);
void Walk();
void Draw(sf::RenderWindow&);
void Create(string);
sf::Time lastShot;
private:
vector<Projectile> inMotion;
sf::Texture playerTexture;
sf::Sprite playerSprite;
string playerTextureString;
int moveSpeed = 5;
};
void thePlayer::Create(string s)
{
playerTextureString = s;
if(!playerTexture.loadFromFile((playerTextureString).c_str()))
{
cout << "error";
}
playerSprite.setTexture(playerTexture);
}
void thePlayer::Fire(sf::Time time)
{
sf::Time shotDelay = sf::milliseconds(100);
if(time - lastShot >= shotDelay)
{
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
{
Projectile bullet(15, "fireball.png");
bullet.bulletSprite.setPosition(playerSprite.getPosition());
inMotion.push_back(bullet);
}
}
for(int ii = 0; ii < inMotion.size(); ii++)
{
inMotion[ii].moveBullet();
}
}
void thePlayer::Draw(sf::RenderWindow& window)
{
for (int ii = 0; ii < inMotion.size(); ii++)
{
window.draw(inMotion[ii].bulletSprite);
}
window.draw(playerSprite);
}
void thePlayer::Walk()//awsd standart movement
{
int x = 0;
int y = 0;
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
x-= moveSpeed;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
x+= moveSpeed;
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
y-= moveSpeed;
}
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
y+= moveSpeed;
}
playerSprite.move(x, y);
}
class Game
{
public:
void Update(sf::RenderWindow&, sf::Time);
void Start(sf::Time);
sf::Clock clock;
thePlayer player;
private:
};
void Game::Start(sf::Time time)
{
player.Create("block.png");
player.lastShot = time;
}
void Game::Update(sf::RenderWindow& window, sf::Time time)
{
player.Fire(time);
player.Walk();
player.Draw(window);
}
int main()
{
sf::RenderWindow window(sf::VideoMode(1000, 1000), "Menu");
window.setFramerateLimit(60);
Game theGame;
sf::Clock clock;
sf::Time startTime = clock.restart();
theGame.Start(startTime);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear(sf::Color::White);
sf::Time elapsed = clock.getElapsedTime();
theGame.Update(window, elapsed);
window.display();
}
return 0;
}
非常感謝您的幫助。
編輯:我試過使用調試器,但無法找出任何東西。一個關於代碼塊調試的好文章的鏈接會很棒。
謝謝你的迴應。雖然我同意我的代碼可以寫得更好,但是您不回答我的問題。我希望能夠更深入地瞭解究竟是什麼導致程序崩潰。 –
是的,但我已經試過你的代碼(在OSX下) - 它編譯時,玩家根據鍵移動,但子彈不起作用。 –