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 );

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 );

10-08 12:28