更多 SDL C++ Opengl显示问题
我似乎一次又一次地遇到同样的麻烦,但我的头脑却无法解决它。这个程序不会像我想要(并期望它)在屏幕上那样显示桨:( -
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
SDL_Event event;
const int paddle_width = 20;
const int paddle_height = 80;
class PlayerPaddle
{
private:
int xloc;
int yloc;
int yvel;
public:
PlayerPaddle()
{
int xloc = 20;
int yloc = 200;
int yvel = 0;
}
void ShowPaddle()
{
glTranslatef(xloc,yloc,0);
glBegin(GL_QUADS);
glColor4f(1.0,1.0,1.0,1.0);
glVertex3f(0,0,0);
glVertex3f(20,0,0);
glVertex3f(20,80,0);
glVertex3f(0,80,0);
glEnd();
glLoadIdentity();
}
void MovePaddle()
{
yloc += yvel;
}
void Handle_Input()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yvel -= paddle_height / 2; break;
case SDLK_DOWN: yvel += paddle_height / 2; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yvel += paddle_height / 2; break;
case SDLK_DOWN: yvel -= paddle_height / 2; break;
}
}
}
};
void init ()
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_SetVideoMode(640,480,32,SDL_OPENGL);
SDL_WM_SetCaption( "Pong", NULL );
glClearColor( 0, 0, 0, 0 );
glViewport(0, 0, 640, 480);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 640 , 480 , 0, 0, 1 );
glMatrixMode( GL_MODELVIEW );
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
int main (int argc, char **argv)
{
init();
PlayerPaddle ppaddle;
bool quit = false;
while (quit == false)
{
while (SDL_PollEvent (&event))
{
ppaddle.Handle_Input();
if (event.type == SDL_QUIT)
quit = true;
}
ppaddle.MovePaddle();
glClear(GL_COLOR_BUFFER_BIT);
ppaddle.ShowPaddle();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return 0;
}
我只是得到一个清晰的黑屏,直到我退出程序,它按预期返回 0。我知道代码:
ppaddle.MovePaddle();
glClear(GL_COLOR_BUFFER_BIT);
ppaddle.ShowPaddle();
SDL_GL_SwapBuffers();
至少迭代一次如果我在其中插入 return 1; 语句,程序将启动并立即返回 1。
I seem to be having the same trouble over and over again and cannot get my thick head around it. This program will not display a paddle as I want (and expected it) to do on screen :( -
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
SDL_Event event;
const int paddle_width = 20;
const int paddle_height = 80;
class PlayerPaddle
{
private:
int xloc;
int yloc;
int yvel;
public:
PlayerPaddle()
{
int xloc = 20;
int yloc = 200;
int yvel = 0;
}
void ShowPaddle()
{
glTranslatef(xloc,yloc,0);
glBegin(GL_QUADS);
glColor4f(1.0,1.0,1.0,1.0);
glVertex3f(0,0,0);
glVertex3f(20,0,0);
glVertex3f(20,80,0);
glVertex3f(0,80,0);
glEnd();
glLoadIdentity();
}
void MovePaddle()
{
yloc += yvel;
}
void Handle_Input()
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yvel -= paddle_height / 2; break;
case SDLK_DOWN: yvel += paddle_height / 2; break;
}
}
else if( event.type == SDL_KEYUP )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yvel += paddle_height / 2; break;
case SDLK_DOWN: yvel -= paddle_height / 2; break;
}
}
}
};
void init ()
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_SetVideoMode(640,480,32,SDL_OPENGL);
SDL_WM_SetCaption( "Pong", NULL );
glClearColor( 0, 0, 0, 0 );
glViewport(0, 0, 640, 480);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 640 , 480 , 0, 0, 1 );
glMatrixMode( GL_MODELVIEW );
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
int main (int argc, char **argv)
{
init();
PlayerPaddle ppaddle;
bool quit = false;
while (quit == false)
{
while (SDL_PollEvent (&event))
{
ppaddle.Handle_Input();
if (event.type == SDL_QUIT)
quit = true;
}
ppaddle.MovePaddle();
glClear(GL_COLOR_BUFFER_BIT);
ppaddle.ShowPaddle();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return 0;
}
I just get a clear black screen until I quit the program which returns 0 as expected. I know the code:
ppaddle.MovePaddle();
glClear(GL_COLOR_BUFFER_BIT);
ppaddle.ShowPaddle();
SDL_GL_SwapBuffers();
iterates at least once as if I inserted a return 1; statement in there the program would start up and return 1 immediately.
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至少你搞砸了你的构造函数。 再次。
可能应该是这样的:
您可能还想在主循环末尾添加
SDL_Delay(100)
来减慢速度直到你得到一些更复杂的物理处理。At a minimum you screwed up your constructor. Again.
It should probably be this:
You may also want to toss in a
SDL_Delay(100)
at the end of your main loop to slow things down until you get some more sophisticated physics handling going.