SFML1.6 を使用してグラフィカル アプリ (ゲーム) を作成しています。メインファイル以外にファイルが1つしかないときはうまくいきました。新しいファイル Level を追加すると、次のエラーが発生します。
C:\Users\...\Window.hpp|6|error: 'RenderWindow' in namespace 'sf' does not name a type|
C:\Users\...\Window.hpp|7|error: 'Image' in namespace 'sf' does not name a type|
C:\Users\...\Window.hpp|8|error: 'Sprite' in namespace 'sf' does not name a type|
C:\Users\...\Window.hpp|9|error: 'Color' in namespace 'sf' does not name a type|
正常に動作していたので、新しいファイルが原因だと思います:
レベル.cpp
#include <SFML/Window.hpp>
#include <iostream>
#include "Window.hpp"
class Level
{
sf::Window* pResultScreen;
public:
Level( sf::Window& );
};
Level::Level( sf::Window &app)
{
pResultScreen = &app;
};
レベル.hpp
#ifndef Level_hpp
#define Level_hpp
class Level
{
sf::Window* pResultScreen;
public:
Level( sf::Window& );
};
#endif
上記のコードに問題がある人はいますか?
編集: Window.cpp
class Window
{
sf::RenderWindow appWindow;
sf::Image charImage;
sf::Sprite charSpriteSheet;
sf::Color deleteColor;
bool keyPressed;
int curFrame;
int stateChar;
int timerFrame;
int flipChar;
public:
Window();
int Loop();
void SheetCutter(int); // Prepares tiles
void Animate(int); // Loop through animations
void ColourCleaner(); // Remove the sprite's color.
};
Window::Window()
{
stateChar = 0;
curFrame = 0;
flipChar = 1;
deleteColor.a = 255;
deleteColor.r = 255;
deleteColor.g = 47;
deleteColor.b = 198;
appWindow.Create(sf::VideoMode( 800, 600, 32), "AI_Fighter");
appWindow.SetFramerateLimit(30);
if( !charImage.LoadFromFile("Bass.png") )
{
std::cout << "Problem opening file 'Bass.png'";
}
charImage.SetSmooth(false);
ColourCleaner();
charSpriteSheet.SetImage(charImage);
SheetCutter(curFrame); // This allows it to not show the entire tile set at the beginning.
};
int Window::Loop()
{
// Start game loop
while (appWindow.IsOpened())
{
sf::Event evt;
while (appWindow.GetEvent(evt))
{
// Window closed
if (evt.Type == sf::Event::Closed)
appWindow.Close();
// Escape key pressed
if ((evt.Type == sf::Event::KeyPressed) && (evt.Key.Code == sf::Key::Escape))
appWindow.Close();
if (evt.Type == sf::Event::KeyPressed)
keyPressed = true;
else
keyPressed = false;
}
// Get elapsed time
float ElapsedTime = appWindow.GetFrameTime();
// Move the sprite
if ( appWindow.GetInput().IsKeyDown(sf::Key::Left) || appWindow.GetInput().IsKeyDown(sf::Key::Right) || appWindow.GetInput().IsKeyDown(sf::Key::Up) || appWindow.GetInput().IsKeyDown(sf::Key::Down) )
{
if (appWindow.GetInput().IsKeyDown(sf::Key::Left))
{
charSpriteSheet.Move(-100 * ElapsedTime, 0);
stateChar = 1;
flipChar = 0;
Animate(6);
}
if (appWindow.GetInput().IsKeyDown(sf::Key::Right))
{
charSpriteSheet.Move( 100 * ElapsedTime, 0);
stateChar = 1;
flipChar = 1;
Animate(6);
}
if (appWindow.GetInput().IsKeyDown(sf::Key::Up))
{
charSpriteSheet.Move(0, -100 * ElapsedTime);
stateChar = 2;
Animate(6);
}
if (appWindow.GetInput().IsKeyDown(sf::Key::Down)) charSpriteSheet.Move(0, 100 * ElapsedTime);
}
else
{
stateChar = 0;
Animate(12);
}
// Clear the screen (fill it with black color)
appWindow.Clear(sf::Color( 0, 0, 0));
appWindow.Draw(charSpriteSheet);
// Display window contents on screen
appWindow.Display();
}
return 0;
};
void Window::SheetCutter(int offset)
{
charSpriteSheet.SetSubRect(sf::IntRect((offset * 26), 0, ((offset * 26) + 26), 35));
};
// This changes the curFrame, so that animations loop and stuff. Pretty easy, although unelegant.
void Window::Animate(int rate)
{
charSpriteSheet.FlipX(flipChar);
if((timerFrame%rate) == 0) // This is, rather obviously, a variable designed to allow to change the frames at the right rate.
{
if(stateChar == 0) // ? Not getting activated. Not getting called...
{
if(curFrame >= 2)
{
curFrame = 0;
}
else
{
curFrame++;
}
}
else if(stateChar == 1) // Walking.
{
if(curFrame >= 5 || curFrame <= 2 )
{
curFrame = 3;
}
else
{
curFrame++;
}
}
else curFrame = 6; // Jump.
SheetCutter(curFrame);
}
std::cout << stateChar;
timerFrame++;
};
// This removes the magenta background, changing the colour to tempClr. Color doesn't really matter as long as the fourth digit is set
// to 0, since it's the alpha value.
void Window::ColourCleaner()
{
sf::Color tempClr(0, 0, 0, 0);
for(int i = 0; i < 182; i++ )
{
for(int j = 0; j < 35; j++)
{
sf::Color CLR = charImage.GetPixel(i, j);
if(deleteColor == CLR)
{
charImage.SetPixel(i, j, tempClr);
}
}
}
};
Window.hpp
#ifndef Window_hpp
#define Window_hpp
class Window
{
sf::RenderWindow appWindow;
sf::Image charImage;
sf::Sprite charSpriteSheet;
sf::Color deleteColor;
int curFrame;
int stateChar;
int timerFrame;
public:
Window();
int Loop();
void SheetCutter();
void Animate(int rate);
void ColourCleaner();
};
#endif