2
因此,我正在從之前的項目(我在此處發佈代碼審閱)升級這一次,實施重複背景(如漫畫上使用的內容),以便SDL不會必須爲一個關卡加載真正大的圖像。 但是,程序中存在奇怪的不一致:用戶第一次向右滾動時,顯示的面板數量少於指定的數量。向後(向左)顯示正確數量的面板(即面板重複代碼中指定的次數)。之後,看起來再次右轉(一直在左側)顯示正確數量的面板,並且相同地向後。下面是一些選擇的代碼,這裏是一個.zip of all my codeSDL橫向卷軸不一致滾動
構造:
Game::Game(SDL_Event* event, SDL_Surface* scr, int level_w, int w, int h, int bpp) {
this->event = event;
this->bpp = bpp;
level_width = level_w;
screen = scr;
w_width = w;
w_height = h;
//load images and set rects
background = format_surface("background.jpg");
person = format_surface("person.png");
background_rect_left = background->clip_rect;
background_rect_right = background->clip_rect;
current_background_piece = 1; //we are displaying the first clip
rect_in_view = &background_rect_right;
other_rect = &background_rect_left;
person_rect = person->clip_rect;
background_rect_left.x = 0; background_rect_left.y = 0;
background_rect_right.x = background->w; background_rect_right.y = 0;
person_rect.y = background_rect_left.h - person_rect.h;
person_rect.x = 0;
}
和這裏的移動方法,它可能是導致所有麻煩:
void Game::move(SDLKey direction) {
if(direction == SDLK_RIGHT) {
if(move_screen(direction)) {
if(!background_reached_right()) {
//move background right
background_rect_left.x += movement_increment;
background_rect_right.x += movement_increment;
if(rect_in_view->x >= 0) {
//move the other rect in to fill the empty space
SDL_Rect* temp;
other_rect->x = -w_width + rect_in_view->x;
temp = rect_in_view;
rect_in_view = other_rect;
other_rect = temp;
current_background_piece++;
std::cout << current_background_piece << std::endl;
}
if(background_overshoots_right()) {
//sees if this next blit is past the surface
//this is used only for re-aligning the rects when
//the end of the screen is reached
background_rect_left.x = 0;
background_rect_right.x = w_width;
}
}
}
else {
//move the person instead
person_rect.x += movement_increment;
if(get_person_right_side() > w_width) {
//person went too far right
person_rect.x = w_width - person_rect.w;
}
}
}
else if(direction == SDLK_LEFT) {
if(move_screen(direction)) {
if(!background_reached_left()) {
//moves background left
background_rect_left.x -= movement_increment;
background_rect_right.x -= movement_increment;
if(rect_in_view->x <= -w_width) {
//swap the rect in view
SDL_Rect* temp;
rect_in_view->x = w_width;
temp = rect_in_view;
rect_in_view = other_rect;
other_rect = temp;
current_background_piece--;
std::cout << current_background_piece << std::endl;
}
if(background_overshoots_left()) {
background_rect_left.x = 0;
background_rect_right.x = w_width;
}
}
}
else {
//move the person instead
person_rect.x -= movement_increment;
if(person_rect.x < 0) {
//person went too far left
person_rect.x = 0;
}
}
}
}
沒有代碼的其餘部分這並未」沒有太大意義。由於它太多了,我會上傳它here進行測試。無論如何,有誰知道我可以如何解決這種不一致?
我記得有一個類似的問題。但是,完整代碼的鏈接似乎已破解,您可以更新它嗎? – raven 2010-09-18 10:17:32