我正在制作TBS游戏,至少我是想这么做。
因此,我首先按照lazyfoo.net (lesson 29)上的教程进行介绍,该教程介绍了如何创建平铺环境以及在此过程中进行自己的更改。
每次我尝试编译它时,都会出现两个主要错误:
No. 1: 255 error: expected primary-expression before ',' token
No. 2: 267 error: expected ';' before 'myUnit'
这是源代码,我相当确定问题不在于图像或地图。
码:
#include "SDL/SDL_image.h"
#include "SDL/SDL.h"
#include <string>
#include <fstream>
const int SCREEN_WIDTH = 600;
const int SCREEN_HEIGHT = 600;
const int SCREEN_BPP = 32;
const int FPS = 30;
const int UNIT_WIDTH = 50;
const int UNIT_HEIGHT = 50;
const int LEVEL_WIDTH = 600;
const int LEVEL_HEIGHT = 600;
const int TILE_WIDTH = 60;
const int TILE_HEIGHT = 60;
const int TOTAL_TILES = 100;
const int TILE_SPRITES = 3;
const int TILE_GRASS = 0;
const int TILE_WATER = 1;
const int TILE_MOUNTAIN = 2;
SDL_Surface *screen = NULL;
SDL_Surface *Unit = NULL;
SDL_Surface *tileMap = NULL;
SDL_Rect clips[ TILE_SPRITES ];
SDL_Event occur;
class Tile
{
private:
SDL_Rect box;
int type;
public:
Tile(int x, int y, int tileType);
void show();
int get_type();
SDL_Rect get_box();
};
class Unit
{
private:
SDL_Rect Box;
bool movement;
public:
Unit();
void handle_input();
void move( Tile *tiles[]);
void show();
};
SDL_Surface *load_image(std::string filename)
{
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = IMG_Load(filename.c_str());
if(loadedImage != NULL)
{
optimizedImage = SDL_DisplayFormat( loadedImage );
SDL_FreeSurface( loadedImage );
if(optimizedImage != NULL)
{
SDL_SetColorKey(optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB(optimizedImage->format, 0,0xff,0xff));
}
}
return optimizedImage;
}
void apply_surface(int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL)
{
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface(source, clip, destination, &offset);
}
bool init()
{
if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
{
return false;
}
screen = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_SWSURFACE);
if(screen == NULL)
{
return false;
}
SDL_WM_SetCaption("Strategy Game", NULL);
return true;
}
bool load_files()
{
Unit = load_image("infantry_red.png");
if(Unit == NULL)
{
return false;
}
tileMap = load_image("tilemap.png");
if( tileMap == NULL)
{
return false;
}
return 0;
}
void clean_up(Tile *tiles[])
{
SDL_FreeSurface(Unit);
SDL_FreeSurface(tileMap);
for(int t = 0;t < TOTAL_TILES; t++)
{
delete tiles[ t ];
}
SDL_Quit();
}
void clip_tiles()
{
clips[TILE_GRASS].x = 0;
clips[TILE_GRASS].y = 0;
clips[TILE_GRASS].w = TILE_WIDTH;
clips[TILE_GRASS].h = TILE_HEIGHT;
clips[TILE_WATER].x = 60;
clips[TILE_WATER].y = 0;
clips[TILE_WATER].w = TILE_WIDTH;
clips[TILE_WATER].h = TILE_HEIGHT;
clips[TILE_MOUNTAIN].x = 120;
clips[TILE_MOUNTAIN].y = 0;
clips[TILE_MOUNTAIN].w = TILE_WIDTH;
clips[TILE_MOUNTAIN].h = TILE_HEIGHT;
}
bool set_tiles( Tile *tiles[])
{
int x = 0, y = 0;
std::ifstream map("strategy_game.map");
if(map == NULL)
{
return false;
}
for(int t = 0; y < TOTAL_TILES; t++)
{
int tileType = -1;
map >> tileType;
if(map.fail() == true)
{
map.close();
return false;
}
if( (tileType >= 0) && (tileType < TILE_SPRITES))
{
tiles[t] = new Tile(x,y,tileType);
}
else
{
map.close();
return false;
}
x += TILE_WIDTH;
if(x >= LEVEL_WIDTH)
{
x = 0;
y += TILE_HEIGHT;
}
}
map.close();
return true;
}
Tile::Tile(int x, int y, int tileType)
{
box.x = x;
box.y = y;
box.w = TILE_WIDTH;
box.h = TILE_HEIGHT;
type = tileType;
}
void Tile::show()
{
apply_surface(box.x, box.y, tileMap, screen, &clips[type]);
}
int Tile::get_type()
{
return type;
}
SDL_Rect Tile::get_box()
{
return box;
}
Unit::Unit()
{
Box.x = 0;
Box.y = 0;
Box.w = UNIT_WIDTH;
Box.h = UNIT_HEIGHT;
}
SDL_Rect rect;
int mouseX,mouseY;
void Unit::handle_input()
{
if(occur.type == SDL_MOUSEBUTTONDOWN)
{
mouseX = occur.button.x;
mouseY = occur.button.y;
}
}
void Unit::move(Tile *tiles[])
{
Box.x += mouseX;
if( Box.x < 0 || Box.x + UNIT_WIDTH > LEVEL_WIDTH )
{
Box.x -= mouseX;
}
Box.y -= mouseY;
if( Box.y < 0 || Box.y + UNIT_HEIGHT > LEVEL_HEIGHT)
{
Box.y -= mouseY;
}
}
void Unit::show()
{
int BoxX;
int BoxY;
Box.x = BoxX;
Box.y = BoxY;
SDL_Rect unitOffset;
unitOffset.x = BoxX;
unitOffset.y = BoxY;
SDL_BlitSurface(Unit,NULL,screen,unitOffset);
}
Uint32 start;
int main(int argc, char* args[])
{
bool quit = false;
Unit myUnit;
Tile *tiles[TOTAL_TILES];
if(init() == false)
{
return 1;
}
if(load_files() == false)
{
return 1;
}
clip_tiles();
if( set_tiles(tiles) == false)
{
return 1;
}
while(quit == false)
{
start = SDL_GetTicks();
while(SDL_PollEvent(&occur));
{
myUnit.handle_input();
switch(occur.type)
{
case SDL_QUIT:
quit = false;
break;
}
}
myUnit.move(tiles);
for(int t = 0;t<TOTAL_TILES;t++)
{
tiles[t]->show();
}
myUnit.show();
//render
SDL_FillRect(screen,&screen->clip_rect,0);
SDL_Flip(screen);
if(1000/FPS > SDL_GetTicks() - start ){
SDL_Delay(1000/FPS - (SDL_GetTicks()-start));
}
}
clean_up( tiles );
return 0;
}
最佳答案
while(SDL_PollEvent(&occur))之后删除分号
关于c++ - SDL拼贴情况,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/18815058/