有关Simple DirectMedia Layer 2(SDL2)的问题和问题。如果您使用的是SDL 1.2,请使用标签[sdl-1.2]。如果您一般在质疑库,请使用标签[sdl]。
我的程序在屏幕上绘制一个可以移动的 3D 立方体。当程序刚刚运行或尝试移动立方体时,随着时间的推移,会出现一些内存泄漏。另外,我经历了一些巨大的尖峰......
问题: 当我使用 SDL2 函数 SetWindowIcon() 函数时,图标仅在窗口中设置,而不是在 .exe 文件中设置,这意味着当将其固定在任务栏中时,我会看到此图标。 我尝试了什么...
我正在cpp中创建一个分形。对于渲染器,我使用 SDL2,但收到一个我不明白的错误: 35:49:错误:从 'SDL_Window*' 到 'Uint32' {aka 'unsigned int'} 的无效转换 [-fpermis...
每当我调用 GetAnalogActionData 时,Steam 输入都会导致 SEGFAULT
我正在使用 SDL2 制作游戏,并通过 Steamworks 提供控制器支持,并且每当调用 GetAnalogActionData 时我的程序就会出现 SEGFAULT。 我正在通过 MSYS2 用 MinGW g++ 进行编译,使用 Steamwor...
我试图找出为什么我的 SDL2 窗口有时关闭但其他时候不关闭(缺少一些代码)
我的问题是我的 SDL2 窗口正在关闭。 我尝试过调试,但是没有发现任何问题,我认为出了问题,但它没有引发运行时问题。我失去了一切可能......
问题: 我想知道当我使用 Makefile 构建某些内容(创建 .o 或 .exe)时,如果它们不在 main.cpp 和 Makefile 的同一文件夹中,如何链接 .dll 文件。 老办法,我
问题: 我想知道当我使用 Makefile 构建某些内容(创建 .o 或 .exe)时,如果它们不在 main.cpp 和 Makefile 的同一文件夹中,如何链接 .dll 文件。 老办法,我
来自 SDL2_ttf 的 TTF_GetError 返回空字符串
这是问题所在的函数 void Video_OpenFont(视频* 视频, 字符* 路径) { 视频->字体 = TTF_OpenFont(路径, 0xFFFF); if (视频->字体 == NULL) { 致命(“失败...
Cmake应该如何生成我运行时无法生成的Visual Studio解决方案
我需要SDL2、SDl2-image、SDl2-mixer、SDl2-net、SDl2-TTF这些依赖库,但安装这些库后仍然无法运行。是否有可能CMakeLists.txt构建代码找不到...
我有柯南3.10.6 这是所有其他信息 个人资料构建: [设置] 拱门=x86_64 build_type=发布 编译器=gcc 编译器.cppstd=gnu17 编译器.libcxx=libstdc++11 编译器版本=11...
SDL 使用 SDL_TEXTUREACCESS_STREAMING 传输纹理
我正在使用 SDL2 和 SDL_TEXTUREACCESS_STREAMING,而不使用 OpenGL,我想将一些纹理从我的函数传输/组合到我的主循环。因此,我决定将我的访问类型从 STREAMING 更改为
无法打开源文件“SDL2/SDL.h”Microsoft Visual Studio
帮助! 我安装了 SDL2 ,我在它的位置设置了所有方向并添加了 lib 但它说无法打开源文件“SDL2/SDL.h”我做了我能做的 请帮忙 #包括 帮助! 我安装了 SDL2 ,我在它的位置设置了所有方向并添加了 lib 但它说无法打开源文件“SDL2/SDL.h”我做了我能做的 请帮忙 #include <SDL2/SDL.h> 我安装了 SLD2 并在 Microsoft vs 中准备了所有方向,但仍然没有相同的问题 所以是的,我修好了 我忘了/设置方向 所以 SDL2/SDL.h 意味着头文件在名为 SDL2 的文件夹中,而 SDL.h 头文件在 include 文件夹中,所以 SDL.h 是直接附加的,我所做的就是从头文件中删除 SDL2/ #include <*SDL2/*SDL.h>
我尝试了在 C 中打开一个简单窗口的代码: 主程序: #包括 #undef 主要 #包括 #包括 int main(int argc, char* argv[]) {...
绘制函数在 while 循环内的 for 循环中,就像 while(!windownotclose){ for(auto& e:somevecs){//code}} 一样。 我在 visual studio 中设置了一个断点,看看 e 是否为 null 并且...
在 Tilemap 类中,我使用矢量 来保存每个 Tilemap 对象的平台位置和大小。在文件 Tilemap_data 中,我声明了我所有的 Tilemap 对象,包括 vector 在 Tilemap 类中,我使用矢量 来保存每个 Tilemap 对象的平台位置和大小。在文件 Tilemap_data 中,我声明了我所有的 Tilemap 对象,包括它们附带的 vector。 我有一个 present_tilemap_pos_x 变量来检查 Tilemap 对象是否在屏幕之外。 在main.cpp中,如果程序运行正常,当正在显示的Tilemap对象(符号为“present_tilemap”)跑出屏幕,下一个Tilemap对象(符号为“next_tilemap”)正在显示时,程序会发生变化,使得present_tilemap 取 next_tilemap 的值,next_tilemap 的数据将从包含 SDL_Rect 对象的向量数组中随机获取。 (在我上面提到的 Tilemap 对象的数据集中)。 然而,虽然为 next_tilemap 分配新值工作正常,但为 present_tilemap 对象分配值是错误的,因为向量 的 x、y 和 h 值分配正确,而 w 值是垃圾值。 我将在这里发布我的代码,为了简化它,我将删除所有与我在问题中提出的问题无关的不相关部分。为了方便起见,我还会提供一个日志文件,记录每次迭代后的程序。 文件 Tilemap.hpp: #pragma once #ifndef Tilemap_hpp #define Tilemap_hpp #include <iostream> #include <vector> #include <SDL2/SDL.h> using namespace std; class Tilemap { private: int tilemap_index; int tilemap[18][32]; int number_of_platform = 0; vector <SDL_Rect> platform_rects; public: Tilemap(); Tilemap(int index, int tilemap[18][32], int number, SDL_Rect platform[]); ~Tilemap(); int get_tilemap_index(); int get_tilemap(int x, int y); void set_tilemap_index(int index); void set_tilemap(int x, int y, int value); int get_number_of_platform(); void set_number_of_platform(int number_of_platform); void set_platform_rects(std::vector <SDL_Rect> platform_rects); std::vector <SDL_Rect> get_platform_rects() { return platform_rects; } vector <SDL_Rect> update_platform_rects(Tilemap& tilemap, int tilemap_pos_x); void create_platform_rects(int x, int y, int width, int height); void update_platform_rects(int tilemap_pos_x); }; #endif /* Tilemap_hpp */ 文件 Tilemap.cpp: #include "Tilemap.hpp" Tilemap::Tilemap() { } Tilemap::Tilemap(int index, int tilemap[18][32], int number, SDL_Rect platform[]) { tilemap_index = index; for (int i = 0; i < 18; i++) { for (int j = 0; j < 32; j++) { this->tilemap[i][j] = tilemap[i][j]; } } number_of_platform = number; for (int i = 0; i < number; i++) { platform_rects.push_back(platform[i]); } } Tilemap::~Tilemap() { } int Tilemap::get_tilemap_index() { return tilemap_index; } int Tilemap::get_tilemap(int x, int y) { return tilemap[x][y]; } void Tilemap::set_tilemap_index(int index) { tilemap_index = index; } void Tilemap::set_tilemap(int x, int y, int value) { tilemap[x][y] = value; } void Tilemap::create_platform_rects(int x, int y, int width, int height) { SDL_Rect platform_rect; platform_rect.x = x; platform_rect.y = y; platform_rect.w = width; platform_rect.h = height; platform_rects.push_back(platform_rect); } void Tilemap::update_platform_rects(int tilemap_pos_x) { // di chuyển các platform sang trái với tốc độ speed for (int i = 0; i < platform_rects.size(); i++) { platform_rects[i].x += tilemap_pos_x; } // xóa các platform ở phía bên trái màn hình while (!platform_rects.empty() && platform_rects[0].x + platform_rects[0].w < 0) { platform_rects.erase(platform_rects.begin()); } } int Tilemap::get_number_of_platform() { return number_of_platform; } void Tilemap::set_number_of_platform(int number_of_platform) { this->number_of_platform = number_of_platform; } void Tilemap::set_platform_rects(std::vector<SDL_Rect> platform_rects) { this->platform_rects = platform_rects; } vector <SDL_Rect> Tilemap::update_platform_rects(Tilemap& tilemap, int tilemap_pos_x) { for (int i = 0; i < platform_rects.size(); i++) { platform_rects[i].x += tilemap_pos_x; } return platform_rects; } 文件 Tilemap_data.hpp: ... SDL_Rect def_platform_0 = {240, 400, 1000, 80}; SDL_Rect array_of_platforms_0[1] = {def_platform_0}; Tilemap Default_tilemap(0, tile_map_default, 1, array_of_platforms_0); SDL_Rect tilemap1_platform_1 = {0, 280, 280, 40}; SDL_Rect tilemap1_platform_2 = {280, 240, 320, 40}; SDL_Rect tilemap1_platform_3 = {600, 360, 120, 40}; SDL_Rect tilemap1_platform_4 = {720, 560, 120, 40}; SDL_Rect tilemap1_platform_5 = {840, 480, 200, 40}; SDL_Rect tilemap1_platform_6 = {1040, 400, 240, 40}; SDL_Rect array_of_platforms_1[6] = {tilemap1_platform_1, tilemap1_platform_2, tilemap1_platform_3, tilemap1_platform_4, tilemap1_platform_5, tilemap1_platform_6}; Tilemap Tilemap_1(1, tile_map_1, 6, array_of_platforms_1) (16 more... To simplify, all 16 next Tilemap objects are copies of the Tilemap_1 object.) 文件main.cpp: // Using SDL and standard IO #include "Library.hpp" #include <fstream> // Screen dimension constants const int SCREEN_WIDTH = 1280; const int SCREEN_HEIGHT = 720; Game *game = nullptr; Player *player = nullptr; int main(int argc, char *args[]) { ofstream outfile; outfile.open("log.txt"); int const FPS = 60; int const frameDelay = 1000 / FPS; player = new Player(320, 0, 1, -10, 0.5, 70, 90, false, false); Texture_box player_texture(0, 0, player->get_width(), player->get_height(), player->get_x(), player->get_y(), player->get_width(), player->get_height()); Texture_box background(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box next_background(0, 0, 1280, 720, 1280, 0, 1280, 720); Texture_box sky(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box plains(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box next_plains(0, 0, 1280, 720, 1280, 0, 1280, 720); Texture_box mountain(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box next_mountain(0, 0, 1280, 720, 1280, 0, 1280, 720); Texture_box cloud(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box next_cloud(0, 0, 1280, 720, 1280, 0, 1280, 720); Texture_box cloud_front(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box next_cloud_front(0, 0, 1280, 720, 1280, 0, 1280, 720); Texture_box cloud_behind(0, 0, 1280, 720, 0, 0, 1280, 720); Texture_box next_cloud_behind(0, 0, 1280, 720, 1280, 0, 1280, 720); Uint32 frameStart; int frameTime; game = new Game(); game->init("Sky Runner", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, false); SDL_Texture *texture[50]; enum texture_type { BACKGROUND_SKY, BACKGROUND_MOUNTAIN, BACKGROUND_PLAINS, BACKGROUND_CLOUD, BACKGROUND_CLOUD_BEHIND, BACKGROUND_CLOUD_FRONT, CHARACTER, MENU, NEW_GAME, INSTRUCTION, SETTING, QUIT, INSTRUCTION_MENU, }; game->loadTexture(texture[BACKGROUND_SKY], game->getRenderer(), "Image/Background/Sky.png"); game->loadTexture(texture[BACKGROUND_MOUNTAIN], game->getRenderer(), "Image/Background/mountain.png"); game->loadTexture(texture[BACKGROUND_PLAINS], game->getRenderer(), "Image/Background/plains_ground.png"); game->loadTexture(texture[BACKGROUND_CLOUD], game->getRenderer(), "Image/Background/cloud_1.png"); game->loadTexture(texture[BACKGROUND_CLOUD_BEHIND], game->getRenderer(), "Image/Background/cloud_behind.png"); game->loadTexture(texture[BACKGROUND_CLOUD_FRONT], game->getRenderer(), "Image/Background/cloud_front.png"); game->loadTexture(texture[CHARACTER], game->getRenderer(), "Image/Character/Character.png"); game->loadTexture(texture[MENU], game->getRenderer(), "Image/Menu/Menu/menu.png"); game->loadTexture(texture[NEW_GAME], game->getRenderer(), "Image/Menu/Menu/selected_start_button.png"); game->loadTexture(texture[INSTRUCTION], game->getRenderer(), "Image/Menu/Menu/selected_instruction_button.png"); game->loadTexture(texture[SETTING], game->getRenderer(), "Image/Menu/Menu/selected_setting_button.png"); game->loadTexture(texture[QUIT], game->getRenderer(), "Image/Menu/Menu/selected_quit_button.png"); Texture_box tilemap_texture(0, 0, 40, 40, 0, 0, 40, 40); SDL_Texture *pT; game->loadTexture(pT, game->getRenderer(), "Image/Background/test.png"); int present_tilemap_pos_x = 0; int next_tilemap_pos_x = 1280; const int speed = 5; bool is_first_tilemap = true; int present_tilemap_index = 0; int next_tilemap_index = game->random_tilemap(18, game->getScore()); vector<SDL_Rect> present_platform_rects = platform_rects[0]; vector<SDL_Rect> next_platform_rects = platform_rects[next_tilemap_index]; Tilemap present_tilemap = array_of_tilemap[present_tilemap_index]; Tilemap next_tilemap = array_of_tilemap[next_tilemap_index]; present_platform_rects = array_of_tilemap[present_tilemap_index].update_platform_rects(present_tilemap, present_tilemap_pos_x); next_platform_rects = next_tilemap.update_platform_rects(next_tilemap, next_tilemap_pos_x); int count = 0; game->render(game->getRenderer(), texture[BACKGROUND_SKY], sky.get_sourceRect(), sky.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD], cloud.get_sourceRect(), cloud.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD_BEHIND], cloud_behind.get_sourceRect(), cloud_behind.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD_FRONT], cloud_front.get_sourceRect(), cloud_front.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_MOUNTAIN], mountain.get_sourceRect(), mountain.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_PLAINS], plains.get_sourceRect(), plains.get_destinationRect()); game->render(game->getRenderer(), texture[MENU], main_menu_screen_box.get_sourceRect(), main_menu_screen_box.get_destinationRect()); SDL_RenderPresent(game->getRenderer()); while (game->menu()) { SDL_Event event; SDL_PollEvent(&event); switch (event.type) { case SDL_QUIT: game->setRunning(false); break; case SDL_MOUSEMOTION: int mouseX, mouseY; SDL_GetMouseState(&mouseX, &mouseY); if (isMouseInside(mouseX, mouseY, new_game_button)) { game->render(game->getRenderer(), texture[NEW_GAME], main_menu_screen_box.get_sourceRect(), main_menu_screen_box.get_destinationRect()); SDL_RenderPresent(game->getRenderer()); } else if (isMouseInside(mouseX, mouseY, quit_button)) { game->render(game->getRenderer(), texture[QUIT], main_menu_screen_box.get_sourceRect(), main_menu_screen_box.get_destinationRect()); SDL_RenderPresent(game->getRenderer()); } else if (isMouseInside(mouseX, mouseY, setting_button)) { game->render(game->getRenderer(), texture[SETTING], main_menu_screen_box.get_sourceRect(), main_menu_screen_box.get_destinationRect()); SDL_RenderPresent(game->getRenderer()); } else if (isMouseInside(mouseX, mouseY, instruction_button)) { game->render(game->getRenderer(), texture[INSTRUCTION], main_menu_screen_box.get_sourceRect(), main_menu_screen_box.get_destinationRect()); SDL_RenderPresent(game->getRenderer()); } else { game->render(game->getRenderer(), texture[MENU], main_menu_screen_box.get_sourceRect(), main_menu_screen_box.get_destinationRect()); SDL_RenderPresent(game->getRenderer()); } break; case SDL_MOUSEBUTTONDOWN: // Kiểm tra xem người dùng đã click chuột vào nút nào SDL_GetMouseState(&mouseX, &mouseY); if (isMouseInside(mouseX, mouseY, new_game_button)) { game->setPlaying(true); game->setMenu(false); } if (isMouseInside(mouseX, mouseY, quit_button)) { game->setMenu(false); game->setRunning(false); } break; } } while (game->playing()) { frameStart = SDL_GetTicks64(); SDL_Event event; SDL_PollEvent(&event); switch (event.type) { case SDL_QUIT: game->setPlaying(false); game->setRunning(false); break; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: game->setPlaying(false); game->setRunning(false); break; case SDLK_UP: player->set_jumping(true); break; case SDLK_RIGHT: break; } default: count++; game->setScore(count / 10); outfile << "Number of key event: " << count << endl; outfile << "Your score: " << game->getScore() << endl; present_platform_rects = present_tilemap.update_platform_rects(present_tilemap, -speed); next_platform_rects = next_tilemap.update_platform_rects(next_tilemap, -speed); player->player_jumping(*player); player->set_falling(player->is_falling(*player, present_platform_rects, next_platform_rects)); player->player_falling(*player); player_texture.set_destinationRect(player->get_x(), player->get_y(), player->get_width(), player->get_height()); present_tilemap_pos_x -= speed; next_tilemap_pos_x -= speed; break; } /* game->Moving_background(texture[BACKGROUND_CLOUD], cloud, next_cloud, game->getRenderer(), speed - 4); game->Moving_background(texture[BACKGROUND_CLOUD_BEHIND], cloud_behind, next_cloud_behind, game->getRenderer(), speed - 3); game->Moving_background(texture[BACKGROUND_CLOUD_FRONT], cloud_front, next_cloud_front, game->getRenderer(), speed - 2); game->Moving_background(texture[BACKGROUND_MOUNTAIN], mountain, next_mountain, game->getRenderer(), speed - 1); game->Moving_background(texture[BACKGROUND_PLAINS], plains, next_plains, game->getRenderer(), speed); */ // Background render game->render(game->getRenderer(), texture[BACKGROUND_SKY], sky.get_sourceRect(), sky.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD], cloud.get_sourceRect(), cloud.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD], next_cloud.get_sourceRect(), next_cloud.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD_BEHIND], cloud_behind.get_sourceRect(), cloud_behind.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD_BEHIND], next_cloud_behind.get_sourceRect(), next_cloud_behind.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD_FRONT], cloud_front.get_sourceRect(), cloud_front.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_CLOUD_FRONT], next_cloud_front.get_sourceRect(), next_cloud_front.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_MOUNTAIN], mountain.get_sourceRect(), mountain.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_MOUNTAIN], next_mountain.get_sourceRect(), next_mountain.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_PLAINS], plains.get_sourceRect(), plains.get_destinationRect()); game->render(game->getRenderer(), texture[BACKGROUND_PLAINS], next_plains.get_sourceRect(), next_plains.get_destinationRect()); game->render(game->getRenderer(), texture[CHARACTER], player_texture.get_sourceRect(), player_texture.get_destinationRect()); // Tilemap render if (is_first_tilemap || present_tilemap_pos_x <= -1280) { if (is_first_tilemap) { game->infinite_tilemap(array_of_tilemap, 18, tilemap_texture, pT, 0, next_tilemap_index, present_tilemap_pos_x, next_tilemap_pos_x, speed); // present_platform_rects = platform_rects[present_tilemap_index]; if (present_tilemap_pos_x == -1280) { is_first_tilemap = false; } } else { present_tilemap_index = next_tilemap_index; next_tilemap_index = game->random_tilemap(18, game->getScore()); present_tilemap = array_of_tilemap[present_tilemap_index]; next_tilemap = array_of_tilemap[next_tilemap_index]; present_platform_rects.clear(); next_platform_rects.clear(); present_platform_rects.assign(platform_rects[present_tilemap_index].begin(), platform_rects[present_tilemap_index].end()); next_platform_rects = platform_rects[next_tilemap_index]; present_tilemap_pos_x = 0; next_tilemap_pos_x = 1280; present_platform_rects = present_tilemap.update_platform_rects(present_tilemap, present_tilemap_pos_x); next_platform_rects = next_tilemap.update_platform_rects(next_tilemap, next_tilemap_pos_x); } } game->drawing_tilemap(array_of_tilemap[present_tilemap_index], tilemap_texture, pT, present_tilemap_pos_x); game->drawing_tilemap(array_of_tilemap[next_tilemap_index], tilemap_texture, pT, next_tilemap_pos_x); SDL_RenderPresent(game->getRenderer()); frameTime = SDL_GetTicks64() - frameStart; if (frameDelay > frameTime) { SDL_Delay(frameDelay - frameTime); } game->death_message(*player); } game->clean(); return 0; } 文件log.txt文件: Game start! --------------------------------------------- Number of key event: 0 Present_tilemap_index: [0] platform[0]_rect: 240 400 1000 80 Next_tilemap_index: [2] next_platform[0]_rect: 1280 280 280 40 next_platform[1]_rect: 1560 240 320 40 next_platform[2]_rect: 1880 360 120 40 next_platform[3]_rect: 2000 560 120 40 next_platform[4]_rect: 2120 480 200 40 next_platform[5]_rect: 2320 400 240 40 --------------------------------------------- Number of key event: 1 Present_tilemap_index: [0] platform[0]_rect: 235 400 1000 80 Next_tilemap_index: [2] next_platform[0]_rect: 1275 280 280 40 next_platform[1]_rect: 1555 240 320 40 next_platform[2]_rect: 1875 360 120 40 next_platform[3]_rect: 1995 560 120 40 next_platform[4]_rect: 2115 480 200 40 next_platform[5]_rect: 2315 400 240 40 --------------------------------------------- Number of key event: 2 Present_tilemap_index: [0] platform[0]_rect: 230 400 1000 80 Next_tilemap_index: [2] next_platform[0]_rect: 1270 280 280 40 next_platform[1]_rect: 1550 240 320 40 next_platform[2]_rect: 1870 360 120 40 next_platform[3]_rect: 1990 560 120 40 next_platform[4]_rect: 2110 480 200 40 next_platform[5]_rect: 2310 400 240 40 --------------------------------------------- ... --------------------------------------------- Number of key event: 256 Present_tilemap_index: [0] platform[0]_rect: -1040 400 1000 80 Next_tilemap_index: [2] next_platform[0]_rect: 0 280 280 40 next_platform[1]_rect: 280 240 320 40 next_platform[2]_rect: 600 360 120 40 next_platform[3]_rect: 720 560 120 40 next_platform[4]_rect: 840 480 200 40 next_platform[5]_rect: 1040 400 240 40 --------------------------------------------- Number of key event: 257 Present_tilemap_index: [0] platform[0]_rect: -1045 400 1000 80 Next_tilemap_index: [2] next_platform[0]_rect: -5 280 280 40 next_platform[1]_rect: 275 240 320 40 next_platform[2]_rect: 595 360 120 40 next_platform[3]_rect: 715 560 120 40 next_platform[4]_rect: 835 480 200 40 next_platform[5]_rect: 1035 400 240 40 --------------------------------------------- //My note: after "keyevent 257, the condition for assigning the Tilemap objects (that I mentioned above) is satisfied. --------------------------------------------- My note 2: If it works directly, the log must be: Present_tilemap_index_after_update: [2] platform[0]_rect: 0 280 280 40 platform[1]_rect: 280 240 320 40 platform[2]_rect: 600 360 120 40 platform[3]_rect: 720 560 120 40 platform[4]_rect: 840 480 200 40 platform[5]_rect: 1040 400 240 40 --------------------------------------------- The real result: Present_tilemap_index_after_update: [2] platform[0]_rect: 0 280 1000 40 platform[1]_rect: 280 240 -131965695 40 platform[2]_rect: 600 360 -1769019472 40 platform[3]_rect: 720 560 -131310329 40 platform[4]_rect: 840 480 5111881 40 platform[5]_rect: 1040 400 -131179259 40 --------------------------------------------- Number of key event: 258 Your score: 25 Player: 320 150 70 90 Player max height: 0 Falling: 0 Jumping: 0 Present_tilemap_index: [2] platform[0]_rect: -5 280 1000 40 platform[1]_rect: 275 240 -131965695 40 platform[2]_rect: 595 360 -1769019472 40 platform[3]_rect: 715 560 -131310329 40 platform[4]_rect: 835 480 5111881 40 platform[5]_rect: 1035 400 -131179259 40 Next_tilemap_index: [13] next_platform[0]_rect: 1275 280 280 40 next_platform[1]_rect: 1555 240 320 40 next_platform[2]_rect: 1875 360 120 40 next_platform[3]_rect: 1995 560 120 40 next_platform[4]_rect: 2115 480 200 40 next_platform[5]_rect: 2315 400 240 40 --------------------------------------------- ... 我尝试了各种不同的方法,但结果还是一样。我哪里做错了?请帮我。如果您需要任何其他信息,我会提供。
我是一名新生程序员。最近,我对计算机图形学产生了浓厚的兴趣,并一直在尝试练习光线投射算法。这几天我一直在 YouTube 上播放教程。大多数...
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