我正在开发一个 CSFML 2d 跑酷游戏项目,想要实现一些视差来给玩家一种速度感。为此,我希望通过 sfTexture_setRepeated 重复一些 Assets ,但可惜。它不会重复它们,而是将它的边界像素扩展到我出于某种我不知道的原因设置的 sprite 矩形的大小。
以下是关于我正在尝试做的事情的片段:
runner_objects.h
included in runner_objects.c
typedef enum {
PLAYER ,
OBSTACLE ,
BACKGOUND1 ,
BACKGOUND2 ,
OBJ_COUNT
} objtype_t;
static const char *texture[OBJ_COUNT] = {
"res/undefined.png" ,
"res/undefined.png" ,
"res/bg_clouds.png" ,
"res/bg_mountain.tga" ,
};
static const sfIntRect rect[OBJ_COUNT] = {
{0, 0, 0, 0} ,
{0, 0, 0, 0} ,
{0, 0, 1920*3, 1080} ,
{0, 0, 1920*2, 1080} ,
};
typedef struct object {
// Properties
objtype_t type;
sfTexture *texture;
sfSprite *sprite;
sfIntRect rect;
sfVector2f pos;
// Linked listing
struct object *next;
} obj_t;
runner_objects.c
// Macros like TE_CREATE etc are simply CSFML functions made
// shorter to respect a strict 80 columns limit.
// TE_ = sfTexture, S_ = sfSprite
...
obj_t *object_create (objtype_t type, sfVector2f pos)
{
obj_t *new_obj = malloc(sizeof(obj_t));
if (!new_obj)
return NULL;
new_obj->texture = TE_CREATE_WHOLE(texture[type]);
new_obj->sprite = S_CREATE;
if (!new_obj->texture || !new_obj->sprite)
return object_destroy(&new_obj); // Destroys existing parts and returns NULL
new_obj->type = type;
new_obj->rect = rect[type];
new_obj->pos = pos;
S_SETTEXTURE(new_obj->sprite, new_obj->texture);
if (type == BACKGOUND2 || type == BACKGOUND1)
TE_SETREPREATED(new_obj->texture, true);
S_SETINTRECT(new_obj->sprite, new_obj->rect);
S_SETPOS(new_obj->sprite, new_obj->pos);
new_obj->next = NULL;
return new_obj;
}
...
runner_env.c
Where I setup the game environment
...
// This function is called by int env_create(env_t **env) which is called
// from my main with the address of my env struct pointer.
int env_create_background(env_t **env)
{
(*env)->objects = object_create(BACKGOUND2, (sfVector2f) {0 , 0});
if (!(*env)->objects)
return mr_puterr(ERR_CREABG); // Puts an error string on STDERR and returns corresponding error code
(*env)->objects->speed = (sfVector2f) { 0, 0 };
(*env)->objects->next = object_create(BACKGOUND1, (sfVector2f) {0 , 0});
if (!(*env)->objects->next)
return mr_puterr(ERR_CREABG);
(*env)->objects->next->speed = (sfVector2f) { 0, 0 };
return NO_ERR;
}
// I know it's very ugly and I'll make an actual linked
// list constructor later this is just for testing for now.
...
如果你好奇的话,我的 env_t 结构包含这些。
typedef struct environment {
sfRenderWindow *window;
sfClock *clock;
sfEvent *evt;
obj_t *objects;
} env_t;
现在对这个问题进行直观的解释。
那我做错了什么?我错过了什么 ?有没有我可能搞砸的设置方法或命令?
最佳答案
好吧,我只是个白痴,我让我的 TE_SETREPEATED
宏使用了 sfTexture_setSmooth
。我觉得很蠢。
关于CSFML 意外的重复纹理行为,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53798242/