質問:
while ループが終了しません。デバッグ中に、それはstateID
3 に等しいと非常に具体的に述べています。しかし、std::cout << stateID;
値を追加する1
と、デバッガーが何を言っているかに関係なく、常にコンソールに書き込まれます。
コードでは、入力ループの後に画面をレンダリングします。これは、間違いなく、期待どおりに入力ループが適切に終了することを示しています。また、それで十分でない場合は、最初に stateID を変更するために終了する必要があります。ネストされたループが問題であるというこれ以上の議論はやめてください。また、ループの後に適切にヒットするブレークポイントも使用しました。
コード:
int main()
{
stateID = 1;
GameState* state = new GameStateTitle();
sf::RenderWindow window(sf::VideoMode(1000, 600), "RPG");
//GAME LOOP//
while (stateID != 3)
{//INPUT//
sf::Event event;
while (window.pollEvent(event))
{
switch (event.type)
{
//Window closed
case sf::Event::Closed:
set_next_state(3);
break;
}
}
change_state(state);
//RENDERING//
window.clear(sf::Color::Black);
state->render(window);
window.display();
}
/////////////
window.close();
return 0;
}
void set_next_state(int new_state)
{
//Set the next state to take place
next_state = new_state;
}
void change_state(GameState *current_state)
{
//Check if the next state is null or exit
if (next_state != 0)
{
if (next_state != 3)
delete current_state;
//Set the new state
switch(next_state)
...
}
stateID = next_state;
next_state = 0;
}
}
重要な何かを見逃した場合に備えて、以下は私の完全なコードです。
メイン.cpp
#include "GameState.hpp"
int main()
{
stateID = STATE_TITLE;
GameState* state = new GameStateTitle();
sf::RenderWindow window(sf::VideoMode(1000, 600), "RPG");
//GAME LOOP//
while (stateID != STATE_EXIT)
{
//INPUT//
sf::Event event;
while (window.pollEvent(event))
{
switch (event.type)
{
//Window closed
case sf::Event::Closed:
set_next_state(STATE_EXIT);
break;
}
}
///////////
////LOGIC//
state->logic();
///////////
change_state(state);
//RENDERING//
window.clear(sf::Color::Black);
state->render(window);
std::cout << stateID;
window.display();
/////////////
}
///////////////
window.close();
return 0;
}
GameState.hpp
#pragma once
#include <SFML/Graphics.hpp>
//DEFINITIONS ETC//
enum GAME_STATES {
STATE_NULL,
STATE_TITLE,
STATE_BATTLE,
STATE_EXIT
};
///////////////////
//Game State Class//
class GameState
{
public:
virtual void input(void) = 0;
virtual void logic(void) = 0;
virtual void render(sf::RenderWindow &window) = 0;
};
////////////////////
//FUNCTIONS//
void set_next_state(int new_state);
void change_state(GameState *current_state);
/////////////
//VARIABLES//
static int stateID;
static int next_state;
/////////////
//Title GameState Class//
class GameStateTitle : public GameState
{
private:
sf::Texture img_title;
sf::Sprite bgr_title;
public:
GameStateTitle(void);
~GameStateTitle(void);
void input(void);
void logic(void);
void render(sf::RenderWindow &window);
};
/////////////////////////
//Battle GameState Class//
class GameStateBattle : public GameState
{
private:
sf::Image img_left;
sf::Image img_right;
public:
GameStateBattle(void);
~GameStateBattle(void);
void input(void);
void logic(void);
void render(sf::RenderWindow &window);
};
//////////////////////////
GameState.cpp
#include "GameState.hpp"
//Game state general functions
void set_next_state(int new_state)
{
//Set the next state to take place
next_state = new_state;
}
void change_state(GameState *current_state)
{
//Check if the next state is null or exit
if (next_state != STATE_NULL)
{
if (next_state != STATE_EXIT)
delete current_state;
//Set the new state
switch(next_state)
{
case STATE_TITLE:
current_state = new GameStateTitle;
break;
case STATE_BATTLE:
current_state = new GameStateBattle;
break;
}
stateID = next_state;
next_state = STATE_NULL;
}
}
//The functions of the title state
GameStateTitle::GameStateTitle(void)
{
//Load texture
img_title.loadFromFile("title_screen.png");
//Set texture to background
bgr_title.setTexture(img_title);
}
GameStateTitle::~GameStateTitle(void)
{
}
void GameStateTitle::input(void)
{
}
void GameStateTitle::logic(void)
{
}
void GameStateTitle::render(sf::RenderWindow &window)
{
window.draw(bgr_title);
}
//The functions of the battle state
GameStateBattle::GameStateBattle(void)
{
}
GameStateBattle::~GameStateBattle(void)
{
}
void GameStateBattle::input(void)
{
}
void GameStateBattle::logic(void)
{
}
void GameStateBattle::render(sf::RenderWindow &window)
{
}