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E-mail:zbln426@163.com QQ:85132383 长期寻找对战略游戏感兴趣的合作伙伴。

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//UVi Soft (2008)
//Long Fei (lf426), E-mail: zbln426@163.com

//FileName: SurfaceClass.h

#ifndef SURFACE_CLASS_H
#define SURFACE_CLASS_H

#include 
<iostream>
#include 
<string>
#include 
"SDL/SDL.h"
#include 
"SDL/SDL_image.h"

class ScreenSurface
{
private:
    
static int screenNum;
    
int width;
    
int height;
    
int bpp;
    Uint32 flags;
    SDL_Surface
* pScreen;
public:
    ScreenSurface();
    ScreenSurface(
int w, int h, int b = 0, Uint32 f = 0);
    
~ScreenSurface();
    SDL_Surface
* point() const;
    
void flip() const;
    
void fillColor(Uint8 r = 0, Uint8 g = 0, Uint8 b = 0const;
};

class DisplaySurface
{
private:
    std::
string fileName;
    SDL_Surface
* pSurface;
    SDL_Surface
* pScreen;
public:
    DisplaySurface(
const std::string& file_name, const ScreenSurface& screen);
    
~DisplaySurface();
    SDL_Surface
* point() const;
    
void blit() const;
    
void blit(int at_x, int at_y) const;
    
void blit(int at_x, int at_y,
                
int from_x, int from_y, int w, int h,
                
int delta_x = 0int delta_y = 0const;
    
void colorKey(Uint8 r = 0, Uint8 g = 0xFF, Uint8 b = 0xFF, Uint32 flag = SDL_SRCCOLORKEY);
};

class ErrorInfo
{
private:
    std::
string info;
public:
    ErrorInfo():info(
"Unknown ERROR!")
    {}
    ErrorInfo(
const char* c_str)
    {
        info 
= std::string(c_str);
    }
    ErrorInfo(
const std::string& str):info(str)
    {}
    
void show() const
    {
        std::cerr 
<< info << std::endl;
    }
};

#endif

//UVi Soft (2008)
//Long Fei (lf426), E-mail: zbln426@163.com

#include 
"SurfaceClass.h"

//VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
//class ScreenSurface

int ScreenSurface::screenNum = 0;

ScreenSurface::ScreenSurface():
width(
640), height(480), bpp(32), flags(0)
{
    
if ( screenNum > 0 )
        
throw ErrorInfo("DONOT create more than ONE screen!");
    
if ( SDL_Init(SDL_INIT_VIDEO < 0 ) )
        
throw ErrorInfo(SDL_GetError());
    pScreen 
= SDL_SetVideoMode(width, height, bpp, flags);
    screenNum
++;
}

ScreenSurface::ScreenSurface(
int w, int h, int b, Uint32 f):
width(w), height(h), bpp(b), flags(f)
{
    
if ( screenNum > 0 )
        
throw ErrorInfo("DONOT create more than ONE screen!");
    
if ( SDL_Init(SDL_INIT_VIDEO < 0 ) )
        
throw ErrorInfo(SDL_GetError());
    pScreen 
= SDL_SetVideoMode(width, height, bpp, flags);
    screenNum
++;
}

ScreenSurface::
~ScreenSurface()
{
    SDL_Quit();
}

SDL_Surface
* ScreenSurface::point() const
{
    
return pScreen;
}

void ScreenSurface::flip() const
{
    
if ( SDL_Flip(pScreen) < 0 )
        
throw ErrorInfo(SDL_GetError());
}


void ScreenSurface::fillColor(Uint8 r, Uint8 g, Uint8 b) const
{
     
if ( SDL_FillRect(pScreen, 0, SDL_MapRGB(pScreen->format, r, g, b)) < 0 )
         
throw ErrorInfo(SDL_GetError());
}

//AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

//VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
//class DisplaySurface

DisplaySurface::DisplaySurface(
const std::string& file_name, const ScreenSurface& screen):
fileName(file_name)
{
    SDL_Surface
* pSurfaceTemp = IMG_Load(file_name.c_str());
    
if ( pSurfaceTemp == 0 )
        
throw ErrorInfo(SDL_GetError());
    pSurface 
= SDL_DisplayFormat(pSurfaceTemp);
    
if ( pSurface == 0 )
        
throw ErrorInfo(SDL_GetError());
    SDL_FreeSurface(pSurfaceTemp);
    pScreen 
= screen.point();
}

DisplaySurface::
~DisplaySurface()
{
    SDL_FreeSurface(pSurface);
}

SDL_Surface
* DisplaySurface::point() const
{
    
return pSurface;
}

void DisplaySurface::blit() const
{
    
if ( SDL_BlitSurface(pSurface, 0, pScreen, 0< 0 )
        
throw ErrorInfo(SDL_GetError());
}


void DisplaySurface::blit(int at_x, int at_y) const
{
    SDL_Rect offset;
    offset.x 
= at_x;
    offset.y 
= at_y;

    
if ( SDL_BlitSurface(pSurface, 0, pScreen, &offset) < 0 )
        
throw ErrorInfo(SDL_GetError());
}

void DisplaySurface::blit(int at_x, int at_y,
                          
int from_x, int from_y, int w, int h,
                          
int delta_x, int delta_y) const
{
    SDL_Rect offset;
    offset.x 
= at_x - delta_x;
    offset.y 
= at_y - delta_y;

    SDL_Rect dest;
    dest.x 
= from_x - delta_x;
    dest.y 
= from_y - delta_y;
    dest.w 
= w + delta_x*2;
    dest.h 
= h + delta_y*2;

    
if ( SDL_BlitSurface(pSurface, &dest, pScreen, &offset) < 0 )
        
throw ErrorInfo(SDL_GetError());
}

void DisplaySurface::colorKey(Uint8 r, Uint8 g, Uint8 b, Uint32 flag)
{
    Uint32 colorkey 
= SDL_MapRGB(pSurface->format, r, g, b);
    
if ( SDL_SetColorKey(pSurface, flag, colorkey ) < 0 )
        
throw ErrorInfo(SDL_GetError());
}

//AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

//UVi Soft (2008)
//Long Fei (lf426), E-mail: zbln426@163.com

#include 
"SurfaceClass.h"

int game(int argc, char* argv[]);
int main(int argc ,char* argv[])
{
    
int mainRtn = 0;
    
try {
        mainRtn 
= game(argc, argv);
    }
    
catch ( const ErrorInfo& info ) {
        info.show();
        
return -1;
    }
    
    
return mainRtn;
}

int game(int argc ,char* argv[])
{
    
//Create a SDL screen.
    const int SCREEN_WIDTH = 640;
    
const int SCREEN_HEIGHT = 480;
    ScreenSurface screen(SCREEN_WIDTH, SCREEN_HEIGHT);
    
//Fill background with white.(default is black)
    screen.fillColor(0xFF0xFF0xFF);

    
//Load a sprite pic, and colorkey.(default color: R=0,G=0xFF,B=0xFF)
    DisplaySurface sprite("dots.png", screen);
    sprite.colorKey();

    
//the 4 dots's coordinate.
    int atX[4= {05400540};
    
int atY[4= {00380380};
    
//the 4 dots's clip coordinate.
    int fromX[4= {01000 ,100};
    
int fromY[4= {00100100};
    
//dots's size.
    const int IMG_WIDTH = 100;
    
const int IMG_HEIGHT = 100;
    
//clip dots.
    for ( int i = 0; i < 4; i++ )
        sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT);
    
//Draw dots and screen.
    screen.flip();
    
    
//press ESC or click X to quit.
    bool gameOver = false;
    SDL_Event gameEvent;
    
while( gameOver == false ){
        
while ( SDL_PollEvent(&gameEvent) != 0 ){
            
if ( gameEvent.type == SDL_QUIT ){
                gameOver 
= true;
            }
            
if ( gameEvent.type == SDL_KEYUP ){
                
if ( gameEvent.key.keysym.sym == SDLK_ESCAPE ){
                    gameOver 
= true;
                }
            }
        }
    }

    
return 0;
}
posted on 2008-03-20 12:46 lf426 阅读(2940) 评论(5)  编辑 收藏 引用 所属分类: SDL入门教程

FeedBack:
# re: SDL入门教程(八):2、裁剪精灵图片的完整源代码[未登录] 2008-09-24 14:51 伊凡
做点小改动,结果小球运动的时候出现难看的“轨迹”
不知道如何修改才能正常
int game(int argc ,char* argv[])
{
//Create a SDL screen.
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
ScreenSurface screen(SCREEN_WIDTH, SCREEN_HEIGHT);
//Fill background with white.(default is black)
screen.fillColor(0xFF, 0xFF, 0xFF);

//Load a sprite pic, and colorkey.(default color: R=0,G=0xFF,B=0xFF)
DisplaySurface sprite("dots.png", screen);
sprite.colorKey();

//the 4 dots's coordinate.
int atX[4] = {0, 590, 0, 590};
int atY[4] = {0, 0, 430, 430};
//the 4 dots's clip coordinate.
int fromX[4] = {0, 270, 0 ,270};
int fromY[4] = {0, 0, 190, 190};
//mouse's coordinate.
int px = 0;
int py = 0;
//dots's size.
const int IMG_WIDTH = 50;
const int IMG_HEIGHT = 50;
//clip dots.
for ( int i = 0; i < 4; i++ )
sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT);
//Draw dots and screen.
screen.flip();

//press ESC or click X to quit.
bool gameOver = false;
SDL_Event gameEvent;
while( gameOver == false ){
while ( SDL_PollEvent(&gameEvent) != 0 ){
if ( gameEvent.type == SDL_QUIT ){
gameOver = true;
}
if ( gameEvent.type == SDL_KEYUP ){
if ( gameEvent.key.keysym.sym == SDLK_ESCAPE ){
gameOver = true;
}
}
//mouse event
if ( gameEvent.type == SDL_MOUSEMOTION ) {
px = gameEvent.motion.x;
py = gameEvent.motion.y;
}
}
for(int i = 0 ; i < 4 ;i++)
{
if ( atX[i] < px )
atX[i]++;
if ( atX[i] > px )
atX[i]--;
if ( atY[i] < py )
atY[i]++;
if ( atY[i] > py )
atY[i]--;
}
//clip dots.
for ( int i = 0; i < 4; i++ )
sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT,2,2);
//Draw dots and screen.
screen.flip();
}

return 0;
}  回复  更多评论
  
# re: SDL入门教程(八):2、裁剪精灵图片的完整源代码[未登录] 2008-09-25 11:29 lf426
每次画图前先清屏哈。最后一个循环改成:
for ( int i = 0; i < 4; i++ ) {
screen.fillColor(0xFF, 0xFF, 0xFF);
sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT,2,2);
}
试试  回复  更多评论
  
# re: SDL入门教程(八):2、裁剪精灵图片的完整源代码[未登录] 2008-09-27 09:55 伊凡
非常感谢你的回答,我试了下,结果是这样才正常
//clip dots.
for ( int i = 0; i < 4; i++ )
sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT,2,2);

//Draw dots and screen.
screen.flip();
screen.fillColor(0xFF, 0xFF, 0xFF);  回复  更多评论
  
# re: SDL入门教程(八):2、裁剪精灵图片的完整源代码[未登录] 2008-09-27 09:56 伊凡
如果这样写
for ( int i = 0; i < 4; i++ ) {
screen.fillColor(0xFF, 0xFF, 0xFF);
sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT,2,2);
}

就变成只有一个球了,也不太理解为什么会这样。。。  回复  更多评论
  
# re: SDL入门教程(八):2、裁剪精灵图片的完整源代码[未登录] 2008-09-27 11:17 lf426
呵呵,我的失误,忘记flip了。
for ( int i = 0; i < 4; i++ ) {
screen.fillColor(0xFF, 0xFF, 0xFF);
sprite.blit(atX[i], atY[i], fromX[i], fromY[i], IMG_WIDTH, IMG_HEIGHT,2,2);
screen.flip();
}   回复  更多评论
  

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