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afqДата: Воскресенье, 11 Ноября 2018, 07:37 | Сообщение # 1
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видите вон там сверху часть гриба вверх ногами, вот об этом я и пишу. Как они появляются не пойму. Я приведу примеры кода, может кто глянет и что нибудь напишет. Кстати, спрайт, который загружается background вообще не отображается, почему незнаю.

Game.cpp
Код

#include "Game.hpp"
#include "Sprite.hpp"

Game::Game ( )
{
    SDL_Init ( SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_EVENTS );
    SDL_DisplayMode mode;
    SDL_GetCurrentDisplayMode ( 0, &mode );
    screen_width = mode.w;
    screen_height = mode.h;

    window = SDL_CreateWindow ( "slots",
   0, 0,
   screen_width,
   screen_height,
   SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN
   );

    SDL_GLContext glc;

    SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
    SDL_GL_SetAttribute ( SDL_GL_CONTEXT_MAJOR_VERSION, 0 );
    glc = SDL_GL_CreateContext ( window );
    SDL_GL_MakeCurrent ( window, glc );

    glViewport ( 0, 0, screen_width, screen_height );
    glMatrixMode ( GL_PROJECTION );
    glLoadIdentity ( );

    GLfloat aspect;
    aspect = (GLfloat) screen_width / (GLfloat) screen_height;
    glOrtho ( 0.0f, 1.0, 0.0 /*screen_height*/, 1.0 /*0.0f*/, 0.0f, 1.0f );
//    glMatrixMode ( GL_TEXTURE );
    glMatrixMode ( GL_MODELVIEW );
    glLoadIdentity ( );
    glEnable ( GL_BLEND );
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
int thread ( void *data )
{
    SDL_Event event;
    while ( SDL_WaitEvent ( &event ) ) {
    }
}
#define MAX_SPRITES 24
#define BOTTOM 21
#define SPEED 0.09

char lines[3][5];
int offsets[] = { 0, 262156, 8818724, 9080880 };
void place ( Sprite *s, int end, float y, float x )
{
    for ( int i = 0; i < ( MAX_SPRITES - end ); i++, y += 0.2 ) {
  int ii = random () % 4;
  s[i].load ( offsets [ ii ] );
  s[i].set_pos ( x, y );
  s[i].number = ii;
    }
}
int st = 0;
int new_game = 0;

void run ( Sprite *s )
{
    for ( int i = 0; i < MAX_SPRITES; i++ ) {
  s[i].set_pos ( s[i].get_x(), s[i].get_y() - SPEED );
  if ( s[BOTTOM].get_y () <= 0.15 ) {
   s[i + 0].set_pos ( s[i + 0].get_x(), 0.15 );
   s[i + 1].set_pos ( s[i + 1].get_x(), 0.15 + 0.2 );
   s[i + 2].set_pos ( s[i + 2].get_x(), 0.15 + 0.2 + 0.2 );
   st = 0;
   new_game = 1;
   break;
  }
    }
}
void copy ( Sprite *s )
{
    for ( int i = 0; i < 3; i++ ) {
  s[i].free_data ( );
    }
    s[0].load ( s[MAX_SPRITES - 3].offset );
    s[0].set_pos ( s[MAX_SPRITES - 3].get_x(), s[MAX_SPRITES - 3].get_y() );
    s[1].load ( s[MAX_SPRITES - 2].offset );
    s[1].set_pos ( s[MAX_SPRITES -2].get_x(), s[MAX_SPRITES - 2].get_y() );
    s[2].load ( s[MAX_SPRITES - 1].offset );
    s[2].set_pos ( s[MAX_SPRITES - 1].get_x(), s[MAX_SPRITES - 1].get_y() );

    for ( int i = 3; i < MAX_SPRITES; i++ ) {
  s[i].free_data ();
    }
}

void check_win ( Sprite *s1, Sprite *s2, Sprite *s3, Sprite *s4, Sprite *s5 )
{
    lines[0][0] = s1[0].number;
    lines[1][0] = s1[1].number;
    lines[2][0] = s1[2].number;
    lines[0][1] = s2[0].number;
    lines[1][1] = s2[1].number;
    lines[2][1] = s2[2].number;
    lines[0][2] = s3[0].number;
    lines[1][2] = s3[1].number;
    lines[2][2] = s3[2].number;
    lines[0][3] = s4[0].number;
    lines[1][3] = s4[1].number;
    lines[2][3] = s4[2].number;
    lines[0][4] = s5[0].number;
    lines[1][4] = s5[1].number;
    lines[2][4] = s5[2].number;

    int ns1 = 0;
    int win = 0;
    for ( int i = 0; i < 5; i++ ) {
  ns1 = lines[0][i];
  
    }
}

void Game::loop ( )
{
    SDL_CreateThread ( thread, "thread", NULL );

    Sprite *s1 = new Sprite [MAX_SPRITES];
#if 1
    Sprite *s2 = new Sprite [MAX_SPRITES];
    Sprite *s3 = new Sprite [MAX_SPRITES];
    Sprite *s4 = new Sprite [MAX_SPRITES];
    Sprite *s5 = new Sprite [MAX_SPRITES];
#endif
#if 1
    Sprite *background = new Sprite ( );
    background->load ( 524312 );
    background->set_pos ( 0.0, 0.0 );
    background->set_size ( 1.0, 1.0 );
#endif

    for ( int i = 0; i < MAX_SPRITES; i++ ) {
  s1[i].set_size ( 0.15, 0.2 );
  s2[i].set_size ( 0.15, 0.2 );
  s3[i].set_size ( 0.15, 0.2 );
  s4[i].set_size ( 0.15, 0.2 );
  s5[i].set_size ( 0.15, 0.2 );
    }
    srandom ( time ( 0 ) );

    place ( &s1[0], 0, 0.15, 0.15 );
    place ( &s2[0], 0, 0.15, 0.15 + 0.15 );
    place ( &s3[0], 0, 0.15, 0.15 + 0.15 + 0.15 );
    place ( &s4[0], 0, 0.15, 0.15 + 0.15 + 0.15 + 0.15 );
    place ( &s5[0], 0, 0.15, 0.15 + 0.15 + 0.15 + 0.15 + 0.15 );

    while ( 1 ) {
  const Uint8 *state = SDL_GetKeyboardState ( NULL );
  if ( state [ SDL_SCANCODE_Q ] ) {
   SDL_Quit ( );
   exit ( EXIT_SUCCESS );
  }
  if ( state [ SDL_SCANCODE_SPACE ] ) {
   if ( st == 1 ) {
   } else {
    st = 1;
    new_game = 0;
   }
  }
  if ( st >= 1 ) {
   run ( s1 );
#if 1
   run ( s2 );
   run ( s3 );
   run ( s4 );
   run ( s5 );
#endif
  }
  if ( new_game ) {
   copy ( s1 );
#if 1
   copy ( s2 );
   copy ( s3 );
   copy ( s4 );
   copy ( s5 );
#endif
   place ( &s1[3], 3, 0.15 + 0.2 + 0.2 + 0.2, 0.15 );
   place ( &s2[3], 3, 0.15 + 0.2 + 0.2 + 0.2, 0.15 + 0.15 );
   place ( &s3[3], 3, 0.15 + 0.2 + 0.2 + 0.2, 0.15 + 0.15 + 0.15 );
   place ( &s4[3], 3, 0.15 + 0.2 + 0.2 + 0.2, 0.15 + 0.15 + 0.15 + 0.15 );
   place ( &s5[3], 3, 0.15 + 0.2 + 0.2 + 0.2, 0.15 + 0.15 + 0.15 + 0.15 + 0.15 );
//   check_win ( s1, s2, s3, s4, s5 );
   new_game = 0;
   continue;
  }
  glClearColor ( 1, 1, 1, 1 );
  glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  for ( int i = 0; i < MAX_SPRITES; i++ ) {
   s1[i].render ( );
   s2[i].render ( );
   s3[i].render ( );
   s4[i].render ( );
   s5[i].render ( );
  }
  background->render();
  SDL_GL_SwapWindow ( window );
  SDL_Delay ( 0.01 );
    }
}


Sprite.cpp
Код

#include "Sprite.hpp"

Sprite::Sprite ( long pos )
{
    //init_texture ( );
}

Sprite::Sprite ( )
{
}

void Sprite::free_data ( )
{
    if ( texture ) delete ( texture );
    if ( vertices ) delete ( vertices );
    if ( pixels ) delete ( pixels );
}
void Sprite::load ( long pos )
{
    offset = pos;
    std::FILE *fd = std::fopen ( "data", "r" );
    if ( !fd ) {
  std::perror ( "sprite load" );
  exit ( EXIT_FAILURE );
    }

    int ret;
    ret = std::fseek ( fd, pos, SEEK_SET );
    if ( ret == -1 ) {
  perror ( "fseek\n" );
    }

    ret = std::fread ( &width, sizeof ( unsigned int ), 1, fd );
    if ( ret == -1 ) {
  perror ( "width\n" );
    }
    ret = std::fread ( &height, sizeof ( unsigned int ), 1, fd );
    if ( ret == -1 ) {
  perror ( "heigth\n" );
    }
    ret = std::fread ( &max_pixels, sizeof ( unsigned int ), 1, fd );
    if ( ret == -1 ) {
  perror ( "max_pixels\n" );
    }

    pixels = new unsigned char [ max_pixels ];
    if ( !pixels ) {
  printf (" !@!\n" );
    }

    ret = std::fread ( &pixels[0] , sizeof ( unsigned char ), max_pixels, fd );
    if ( ret == -1 ) {
  perror ( "pixels\n" );
    }
    std::fclose ( fd );

    glGenTextures ( 1, &tex );
    glBindTexture ( GL_TEXTURE_2D, tex );
#if 1
    glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
        glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
        glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
        glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER );
#endif
//     gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels );

        glTexImage2D ( GL_TEXTURE_2D,
                        0,
                        GL_RGBA,
                        width,
                        height,
                        0,
                        GL_RGBA,
                        GL_UNSIGNED_BYTE,
                        pixels );
        glEnable ( GL_TEXTURE_2D );

    max_draw = height * width;
    vertices = new float [ 12 ];
    vertices[0] = 0.0f;
    vertices[1] = 0.0f;
    vertices[2] = 0.0f;
    vertices[3] = fheight;
    vertices[4] = fwidth;
    vertices[5] = 0.0f;

    vertices[6] = fwidth;
    vertices[7] = 0.0f;
    vertices[8] = fwidth;
    vertices[9] = fheight;
    vertices[10] = 0.0f;
    vertices[11] = fheight;

    texture = new float [ 12 ];
    texture[0] = 0.0f;
    texture[1] = 1.0f;
    texture[2] = 0.0f;
    texture[3] = 0.0f;
    texture[4] = 1.0f;
    texture[5] = 1.0f;

    texture[6] = 1.0f;
    texture[7] = 1.0f;
    texture[8] = 1.0f;
    texture[9] = 0.0f;
    texture[10] = 0.0f;
    texture[11] = 0.0f;
}
void Sprite::render ( )
{
#if 1
    if ( y > 1.0 ) return;
    if ( y < -0.3 ) return;
#endif

    glBindTexture ( GL_TEXTURE_2D, tex );
    glPushMatrix ( );

#if 0
    glFrontFace ( GL_CCW );
    glEnable ( GL_CULL_FACE );
    glCullFace ( GL_BACK );
#endif

    glTranslatef ( this->x, this->y, 0 );

    glEnableClientState ( GL_VERTEX_ARRAY );
    glEnableClientState ( GL_TEXTURE_COORD_ARRAY );

    glVertexPointer ( 2, GL_FLOAT, 0, vertices );
    glTexCoordPointer ( 2, GL_FLOAT, 0, texture );
    glDrawArrays ( GL_TRIANGLES, 0, 12 );

    glDisableClientState ( GL_VERTEX_ARRAY );
    glDisableClientState ( GL_TEXTURE_COORD_ARRAY );

//    glDisable ( GL_CULL_FACE );
//    glTranslatef ( 0, 0, -10 );

    glPopMatrix ( );

    glFlush ( );
}

float Sprite::get_width ( )
{
    return width;
}

float Sprite::get_height ( )
{
    return height;
}

float Sprite::get_x ( )
{
    return x;
}

float Sprite::get_y ( )
{
    return y;
}

void Sprite::set_pos ( float x, float y )
{
    this->x = x;
    this->y = y;
}

void Sprite::slice ( int width, int height )
{
}
void Sprite::set_size ( float width, float height )
{
    this->fwidth = width;
    this->fheight = height;
}

int Sprite::get_max_frames ( )
{
    return max_frames;
}
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