几个星期以来,我和我的 friend 们正在一个项目上。确切地说是一场比赛。而且我们遇到了一个巨大的问题,破坏了游戏的玩法。播放器的应透明部分为黑色。
MergeSurfaces函数是blit。本身将rects写入SDL_Rect,并执行blit
void MergeSurfaces(SDL_Surface *From, SDL_Surface *To, int FromX, int FromY, int FromWidth, int FromLenght, int ToX, int ToY){
SDL_Rect srcRect;
srcRect.x = FromX;
srcRect.y = FromY;
srcRect.w = FromWidth;
srcRect.h = FromLenght;
SDL_Rect dstRect;
dstRect.x = ToX;
dstRect.y = ToY;
SDL_BlitSurface(From, &srcRect, To, &dstRect);
}
这是播放器形成功能。
//------------------------------------------------------------------------------------------
//----MAIN LOAD FUNCTION
//------------------------------------------------------------------------------------------
void LoadPlayerGraphics(SDL_Surface* BodyID[], int PlayerHeight, int PlayerWidth, long EquipmentID[], int MovementAmountX, int MovementAmountY){
SDL_Surface* Image;
SDL_Surface* EquipmentColorization;
std::string FileName;
int ID;
Clean(BodyID,MovementAmountX*MovementAmountY,PlayerWidth,PlayerHeight);
for(int i = -1; i < 8; i++){
ID = 0;
//here we put a small exception to firstly load the player. And only then dress Him
if(i == -1){
FileName = "resource/images/Player/WhiteMaleBody.png";
goto playerbody;
}
if(EquipmentID[i] != 0){
GetFileNameByID(EquipmentID[i],FileName);
playerbody:
Image = IMG_Load(FileName.c_str());
if(Image == NULL){
exit(1);
}
//Needed for equipment coloring. At this point we will put RGB masks in order to color the armor by it's type
EquipmentColorization = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, MovementAmountX*PlayerWidth, MovementAmountY*PlayerHeight, 32, 0, 0, 0, 0);
GraphicsFunctions.MergeSurfaces(Image,EquipmentColorization,0,0,MovementAmountX*PlayerWidth,MovementAmountY*PlayerHeight,0,0);
for(int i = 0; i < MovementAmountY; i++){
for(int j = 0; j < MovementAmountX; j++){
ID++;
//We put the graphics on and on on top. So we dress the frames. BodyID[ID] are frames by motion ID. We just fill this up.
GraphicsFunctions.MergeSurfaces( EquipmentColorization,BodyID[ID],
(j * PlayerWidth),
(i * PlayerHeight),
PlayerWidth,PlayerHeight,
0,0);
if(BodyID[i] == NULL){
exit(2);
}
}
}
}
}
}
清理功能,如果您想知道它的作用。我还没有在这里释放表面。由于我在程序结尾处执行此操作,因此到目前为止已加载一次。因此,基本上,这只是用于创建这些曲面以填充它们。
void Clean(SDL_Surface* TheSurface[], int MovementAmount, int PlayerWidth, int PlayerHeight){
GraphicsFunctions.Setrgba();
for(int i = 0; i <= MovementAmount; i++){
TheSurface[i] = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, PlayerWidth, PlayerHeight, 32, 0, 0, 0, 0);
}
}
接下来是取景部分,或使正在移动的角色外观。它在其他地方被称为,因此我可以轻松控制速度。
void Variate(SDL_Surface* Graphical_Output){
GraphicsFunctions.MergeSurfaces(BodyID[MovementVariationID[MovementID][Variation]], Graphical_Output, 0, 0, PlayerWidth, PlayerHeight, 0, 0);
Variation++;
if(Variation == MovementVariationIn[MovementID]){
Variation = 0;
}
}
这是主线程控制。主系统线程Blits and Flips浮出水面,您在此处看到的内容。
//------------------------------------------------------------------------------------------
//----MAIN Thread Function (As Thread Repeat to infinity LOL)
//------------------------------------------------------------------------------------------
int Player_Main(void *unused){
GraphicsFunctions.Setrgba();
PlayerGraphics = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 1024, 768, 32, GraphicsFunctions.r, GraphicsFunctions.g, GraphicsFunctions.b, GraphicsFunctions.a);
while(!EndProgram){
PlayerMovementGraphics::Variate(PlayerGraphics);
SDL_Delay(200);
}
return 0;
}
当然,这里需要进行一些改进。但是自从几周前我开始研究SDL以来。我还有很多东西要学。现在基本上就是图形。因此,也许您可以检测出播放器本身为何在应该透明的地方为黑色。
最佳答案
你写:
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight,
32, 0, 0, 0, 0 );
从documentation:
如果要使用Alpha通道,则需要明确指定 mask :
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight, 32,
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF );