C++ 光点上的SDL,失去透明度并变为黑色
几个星期以来,我和我的朋友都在做一个项目。确切地说,这是一场比赛。我们遇到了一个巨大的问题,这个问题破坏了游戏。玩家的透明部分应该是黑色的 MergeSurfaces函数是blit。Rect本身被写入SDL_Rect,并执行blitC++ 光点上的SDL,失去透明度并变为黑色,c++,visual-c++,sdl,C++,Visual C++,Sdl,几个星期以来,我和我的朋友都在做一个项目。确切地说,这是一场比赛。我们遇到了一个巨大的问题,这个问题破坏了游戏。玩家的透明部分应该是黑色的 MergeSurfaces函数是blit。Rect本身被写入SDL_Rect,并执行blit void MergeSurfaces(SDL_Surface *From, SDL_Surface *To, int FromX, int FromY, int FromWidth, int FromLenght, int ToX, int ToY){
void MergeSurfaces(SDL_Surface *From, SDL_Surface *To, int FromX, int FromY, int FromWidth, int FromLenght, int ToX, int ToY){
SDL_Rect srcRect;
srcRect.x = FromX;
srcRect.y = FromY;
srcRect.w = FromWidth;
srcRect.h = FromLenght;
SDL_Rect dstRect;
dstRect.x = ToX;
dstRect.y = ToY;
SDL_BlitSurface(From, &srcRect, To, &dstRect);
}
这是球员的形成功能
//------------------------------------------------------------------------------------------
//----MAIN LOAD FUNCTION
//------------------------------------------------------------------------------------------
void LoadPlayerGraphics(SDL_Surface* BodyID[], int PlayerHeight, int PlayerWidth, long EquipmentID[], int MovementAmountX, int MovementAmountY){
SDL_Surface* Image;
SDL_Surface* EquipmentColorization;
std::string FileName;
int ID;
Clean(BodyID,MovementAmountX*MovementAmountY,PlayerWidth,PlayerHeight);
for(int i = -1; i < 8; i++){
ID = 0;
//here we put a small exception to firstly load the player. And only then dress Him
if(i == -1){
FileName = "resource/images/Player/WhiteMaleBody.png";
goto playerbody;
}
if(EquipmentID[i] != 0){
GetFileNameByID(EquipmentID[i],FileName);
playerbody:
Image = IMG_Load(FileName.c_str());
if(Image == NULL){
exit(1);
}
//Needed for equipment coloring. At this point we will put RGB masks in order to color the armor by it's type
EquipmentColorization = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, MovementAmountX*PlayerWidth, MovementAmountY*PlayerHeight, 32, 0, 0, 0, 0);
GraphicsFunctions.MergeSurfaces(Image,EquipmentColorization,0,0,MovementAmountX*PlayerWidth,MovementAmountY*PlayerHeight,0,0);
for(int i = 0; i < MovementAmountY; i++){
for(int j = 0; j < MovementAmountX; j++){
ID++;
//We put the graphics on and on on top. So we dress the frames. BodyID[ID] are frames by motion ID. We just fill this up.
GraphicsFunctions.MergeSurfaces( EquipmentColorization,BodyID[ID],
(j * PlayerWidth),
(i * PlayerHeight),
PlayerWidth,PlayerHeight,
0,0);
if(BodyID[i] == NULL){
exit(2);
}
}
}
}
}
}
这里是主线程控件。主系统线程、光点和翻转到您在此处看到的曲面
//------------------------------------------------------------------------------------------
//----MAIN Thread Function (As Thread Repeat to infinity LOL)
//------------------------------------------------------------------------------------------
int Player_Main(void *unused){
GraphicsFunctions.Setrgba();
PlayerGraphics = SDL_CreateRGBSurface(SDL_HWSURFACE | SDL_SRCALPHA, 1024, 768, 32, GraphicsFunctions.r, GraphicsFunctions.g, GraphicsFunctions.b, GraphicsFunctions.a);
while(!EndProgram){
PlayerMovementGraphics::Variate(PlayerGraphics);
SDL_Delay(200);
}
return 0;
}
当然,这里需要改进。但自从我几周前开始研究SDL以来。我还有很多东西要学。这就是现在图形的基本功能。因此,也许你可以发现为什么播放器本身应该是透明的,而它本身是黑色的 你写:
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight,
32, 0, 0, 0, 0 );
从:
对RGB遮罩使用零将根据深度设置默认值。但是,对Amask
使用零会导致Amask
为0
如果需要alpha通道,则需要明确指定遮罩:
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight, 32,
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF );
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight,
32, 0, 0, 0, 0 );
SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA,
PlayerWidth, PlayerHeight, 32,
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF );