當我嘗試編譯以下教訓 http://lazyfoo.net/downloads/index.php?file=SDLTut_lesson19不能編譯這個SDL課...:/
我在Visual Studio 2010中的輸出:
1>------ Build started: Project: 19-circularcollisiondetect, Configuration: Debug Win32 ------
1>Build started 02/03/2012 03:47:51.
1>InitializeBuildStatus:
1> Touching "Debug\19-circularcollisiondetect.unsuccessfulbuild".
1>ClCompile:
1> main.cpp
1>c:\users\fab\desktop\c++\sdl 1.2.15\19-circularcollisiondetect\19-circularcollisiondetect\main.cpp(140): error C2668: 'pow' : ambiguous call to overloaded function
1> c:\program files (x86)\microsoft visual studio 10.0\vc\include\math.h(583): could be 'long double pow(long double,int)'
1> c:\program files (x86)\microsoft visual studio 10.0\vc\include\math.h(535): or 'float pow(float,int)'
1> c:\program files (x86)\microsoft visual studio 10.0\vc\include\math.h(497): or 'double pow(double,int)'
1> while trying to match the argument list '(int, int)'
1>c:\users\fab\desktop\c++\sdl 1.2.15\19-circularcollisiondetect\19-circularcollisiondetect\main.cpp(140): error C2668: 'pow' : ambiguous call to overloaded function
1> c:\program files (x86)\microsoft visual studio 10.0\vc\include\math.h(583): could be 'long double pow(long double,int)'
1> c:\program files (x86)\microsoft visual studio 10.0\vc\include\math.h(535): or 'float pow(float,int)'
1> c:\program files (x86)\microsoft visual studio 10.0\vc\include\math.h(497): or 'double pow(double,int)'
1> while trying to match the argument list '(int, int)'
1>c:\users\fab\desktop\c++\sdl 1.2.15\19-circularcollisiondetect\19-circularcollisiondetect\main.cpp(162): warning C4018: '<' : signed/unsigned mismatch
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:00.80
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
我該如何解決? 我正在使用Visual Studio 2010和SDL 1.2.15。我沒有修改原始代碼。 你能否驗證你是否可以編譯它?
/*This source code copyrighted by Lazy Foo' Productions (2004-2012)
and may not be redestributed without written permission.*/
//The headers
#include "SDL.h"
#include "SDL_image.h"
#include <string>
#include <vector>
#include <cmath>
//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
//The frame rate
const int FRAMES_PER_SECOND = 20;
//The dot attributes
const int DOT_WIDTH = 20;
//The surfaces
SDL_Surface *dot = NULL;
SDL_Surface *screen = NULL;
//The event structure
SDL_Event event;
//A circle structure
struct Circle
{
int x, y;
int r;
};
//The dot
class Dot
{
private:
//The area of the dot
Circle c;
//The velocity of the dot
int xVel, yVel;
public:
//Initializes the variables
Dot();
//Takes key presses and adjusts the dot's velocity
void handle_input();
//Moves the dot
void move(std::vector<SDL_Rect> &rects, Circle &circle);
//Shows the dot on the screen
void show();
};
//The timer class
class Timer
{
private:
//The clock time when the timer started
int startTicks;
//The ticks stored when the timer was paused
int pausedTicks;
//The timer status
bool paused;
bool started;
public:
//Initializes variables
Timer();
//The various clock actions
void start();
void stop();
void pause();
void unpause();
//Gets the timer's time
int get_ticks();
//Checks the status of the timer
bool is_started();
bool is_paused();
};
SDL_Surface *load_image(std::string filename)
{
//The image that's loaded
SDL_Surface* loadedImage = NULL;
//The optimized surface that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load(filename.c_str());
//If the image loaded
if(loadedImage != NULL)
{
//Create an optimized surface
optimizedImage = SDL_DisplayFormat(loadedImage);
//Free the old surface
SDL_FreeSurface(loadedImage);
//If the surface was optimized
if(optimizedImage != NULL)
{
//Color key surface
SDL_SetColorKey(optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB(optimizedImage->format, 0, 0xFF, 0xFF));
}
}
//Return the optimized surface
return optimizedImage;
}
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL)
{
//Holds offsets
SDL_Rect offset;
//Get offsets
offset.x = x;
offset.y = y;
//Blit
SDL_BlitSurface(source, clip, destination, &offset);
}
double distance(int x1, int y1, int x2, int y2)
{
//Return the distance between the two points
return sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2));
}
bool check_collision(Circle &A, Circle &B)
{
//If the distance between the centers of the circles is less than the sum of their radii
if(distance(A.x, A.y, B.x, B.y) < (A.r + B.r))
{
//The circles have collided
return true;
}
//If not
return false;
}
bool check_collision(Circle &A, std::vector<SDL_Rect> &B)
{
//Closest point on collision box
int cX, cY;
//Go through the B boxes
for(int Bbox = 0; Bbox < B.size(); Bbox++)
{
//Find closest x offset
if(A.x < B[ Bbox ].x)
{
cX = B[ Bbox ].x;
}
else if(A.x > B[ Bbox ].x + B[ Bbox ].w)
{
cX = B[ Bbox ].x + B[ Bbox ].w;
}
else
{
cX = A.x;
}
//Find closest y offset
if(A.y < B[ Bbox ].y)
{
cY = B[ Bbox ].y;
}
else if(A.y > B[ Bbox ].y + B[ Bbox ].h)
{
cY = B[ Bbox ].y + B[ Bbox ].h;
}
else
{
cY = A.y;
}
//If the closest point is inside the circle
if(distance(A.x, A.y, cX, cY) < A.r)
{
//This box and the circle have collided
return true;
}
}
//If the shapes have not collided
return false;
}
bool init()
{
//Initialize all SDL subsystems
if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
{
return false;
}
//Set up the screen
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE);
//If there was an error in setting up the screen
if(screen == NULL)
{
return false;
}
//Set the window caption
SDL_WM_SetCaption("Move the Dot", NULL);
//If everything initialized fine
return true;
}
bool load_files()
{
//Load the dot image
dot = load_image("dot.bmp");
//If there was a problem in loading the dot
if(dot == NULL)
{
return false;
}
//If everything loaded fine
return true;
}
void clean_up()
{
//Free the surface
SDL_FreeSurface(dot);
//Quit SDL
SDL_Quit();
}
Dot::Dot()
{
//Initialize the offsets and dimentions
c.x = DOT_WIDTH/2;
c.y = DOT_WIDTH/2;
c.r = DOT_WIDTH/2;
//Initialize the velocity
xVel = 0;
yVel = 0;
}
void Dot::handle_input()
{
//If a key was pressed
if(event.type == SDL_KEYDOWN)
{
//Adjust the velocity
switch(event.key.keysym.sym)
{
case SDLK_UP: yVel -= 1; break;
case SDLK_DOWN: yVel += 1; break;
case SDLK_LEFT: xVel -= 1; break;
case SDLK_RIGHT: xVel += 1; break;
}
}
//If a key was released
else if(event.type == SDL_KEYUP)
{
//Adjust the velocity
switch(event.key.keysym.sym)
{
case SDLK_UP: yVel += 1; break;
case SDLK_DOWN: yVel -= 1; break;
case SDLK_LEFT: xVel += 1; break;
case SDLK_RIGHT: xVel -= 1; break;
}
}
}
void Dot::move(std::vector<SDL_Rect> &rects, Circle &circle)
{
//Move the dot left or right
c.x += xVel;
//If the dot went too far to the left or right or has collided with the other shapes
if((c.x - DOT_WIDTH/2 < 0) || (c.x + DOT_WIDTH/2 > SCREEN_WIDTH) || (check_collision(c, rects)) || (check_collision(c, circle)))
{
//Move back
c.x -= xVel;
}
//Move the dot up or down
c.y += yVel;
//If the dot went too far up or down or has collided with the other shapes
if((c.y - DOT_WIDTH/2 < 0) || (c.y + DOT_WIDTH/2 > SCREEN_HEIGHT) || (check_collision(c, rects)) || (check_collision(c, circle)))
{
//Move back
c.y -= yVel;
}
}
void Dot::show()
{
//Show the dot
apply_surface(c.x - c.r, c.y - c.r, dot, screen);
}
Timer::Timer()
{
//Initialize the variables
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}
void Timer::start()
{
//Start the timer
started = true;
//Unpause the timer
paused = false;
//Get the current clock time
startTicks = SDL_GetTicks();
}
void Timer::stop()
{
//Stop the timer
started = false;
//Unpause the timer
paused = false;
}
void Timer::pause()
{
//If the timer is running and isn't already paused
if((started == true) && (paused == false))
{
//Pause the timer
paused = true;
//Calculate the paused ticks
pausedTicks = SDL_GetTicks() - startTicks;
}
}
void Timer::unpause()
{
//If the timer is paused
if(paused == true)
{
//Unpause the timer
paused = false;
//Reset the starting ticks
startTicks = SDL_GetTicks() - pausedTicks;
//Reset the paused ticks
pausedTicks = 0;
}
}
int Timer::get_ticks()
{
//If the timer is running
if(started == true)
{
//If the timer is paused
if(paused == true)
{
//Return the number of ticks when the timer was paused
return pausedTicks;
}
else
{
//Return the current time minus the start time
return SDL_GetTicks() - startTicks;
}
}
//If the timer isn't running
return 0;
}
bool Timer::is_started()
{
return started;
}
bool Timer::is_paused()
{
return paused;
}
int main(int argc, char* args[])
{
//Quit flag
bool quit = false;
//Make the dot
Dot myDot;
//Make the shapes
std::vector<SDL_Rect> box(1);
Circle otherDot;
//Set the shapes' attributes
box[ 0 ].x = 60;
box[ 0 ].y = 60;
box[ 0 ].w = 40;
box[ 0 ].h = 40;
otherDot.x = 30;
otherDot.y = 30;
otherDot.r = DOT_WIDTH/2;
//The frame rate regulator
Timer fps;
//Initialize
if(init() == false)
{
return 1;
}
//Load the files
if(load_files() == false)
{
return 1;
}
//While the user hasn't quit
while(quit == false)
{
//Start the frame timer
fps.start();
//While there's events to handle
while(SDL_PollEvent(&event))
{
//Handle events for the dot
myDot.handle_input();
//If the user has Xed out the window
if(event.type == SDL_QUIT)
{
//Quit the program
quit = true;
}
}
//Move the dot
myDot.move(box, otherDot);
//Fill the screen white
SDL_FillRect(screen, &screen->clip_rect, SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF));
//Show the box
SDL_FillRect(screen, &box[ 0 ], SDL_MapRGB(screen->format, 0x00, 0x00, 0x00));
//Show the other dot
apply_surface(otherDot.x - otherDot.r, otherDot.y - otherDot.r, dot, screen);
//Show our dot
myDot.show();
//Update the screen
if(SDL_Flip(screen) == -1)
{
return 1;
}
//Cap the frame rate
if(fps.get_ticks() < 1000/FRAMES_PER_SECOND)
{
SDL_Delay((1000/FRAMES_PER_SECOND) - fps.get_ticks());
}
}
//Clean up
clean_up();
return 0;
}
很簡單,因爲你無法通過'int's作爲參數到'pow'。請參閱[本文](http://stackoverflow.com/questions/2398442/why-isnt-int-powint-base-int-exponent-in-the-standard-c-libraries)瞭解它背後的基本原理。您可以根據您在函數中需要的精度選擇提供的任一解決方案 – 2012-03-02 04:26:00
對於將來的問題,您可以儘量保持代碼示例儘可能小。換句話說,[簡短,獨立,正確(可編譯),示例](http://sscce.org/)。 – 2012-03-02 06:31:19