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私はC++ sfmlゲームを作ろうとしていますが、作成したボタンは機能していないようです。私が助けてください、途中でボタンが "if(mouseposx> 1366/2.0 & & mouseposx < 1083)..."C++ SFMLボタンが機能しません:/
メインMenu.h
#include <SFML/Graphics.hpp>
#include <iostream>
using namespace sf;
using namespace std;
#pragma once
class main_menu
{
public:
void startmenu(RenderWindow &gameDisplay, Font &font1, bool &MainMenu, int &mouseposx, int &mouseposy)
{
gameDisplay.setMouseCursorVisible(true);
RectangleShape start(Vector2f(400, 100));
start.setFillColor(Color(0, 0, 0));
start.setOutlineThickness(20);
start.setOutlineColor(Color(255, 255, 255));
FloatRect startRect = start.getLocalBounds();
start.setOrigin(startRect.width/2, startRect.height/2);
start.setPosition(Vector2f(1366/2.0f, 768 - 450.0f));
Text starttext;
starttext.setCharacterSize(100);
starttext.setFont(font1);
starttext.setString("DODGE");
starttext.setFillColor(Color(255, 255, 255));
starttext.setStyle(Text::Bold);
FloatRect starttextRect = starttext.getLocalBounds();
starttext.setOrigin(starttextRect.width/2, starttextRect.height/2);
starttext.setPosition(Vector2f(1366/2.0f - 30, 768 - 700.0f));
while (MainMenu == true)
{
/*
if (Keyboard::isKeyPressed(Keyboard::P))
{
MainMenu = false;
}
*/
mouseposx = (Mouse::getPosition(gameDisplay).x);
mouseposy = (Mouse::getPosition(gameDisplay).y);
cout << "Position of mouse y is" << mouseposy << endl;
cout << "Position of mouse x is" << mouseposx << endl;
if (mouseposx > 1366/2.0 && mouseposx < 1083)
if (mouseposy > 768 - 450 && mouseposy < 868)
if (Mouse::isButtonPressed(Mouse::Left))
MainMenu = false;
if (Keyboard::isKeyPressed(Keyboard::Q))
{
MainMenu == false;
gameDisplay.close();
}
gameDisplay.draw(start);
gameDisplay.draw(starttext);
gameDisplay.display();
}
}
};
things.h
#include <SFML/Graphics.hpp>
#include <iostream>
#include <cstdlib>
using namespace sf;
using namespace std;
#pragma once
int RandomXpos = 0;
class Thing
{
public:
void thingspawn(RenderWindow &gameDisplay, int &enemystartx, int &enemystarty, int &enemywidth, int &enemyheight, RectangleShape &thing, int enemyspeed)
{
thing.setFillColor(Color(255,255,255));
if (thing.getPosition().y < 800)
thing.move(0.0f, 0.4f);
if (thing.getPosition().y >= 800)
{
RandomXpos = rand() % 1000;
thing.setPosition(RandomXpos, -200);
}
}
};
ボタンはイベントループにクリックされた場合は、チェックを入れて試すことができます
#include <iostream>
#include <SFML/Graphics.hpp>
#include "things.h"
#include "Main Menu.h"
#include <cstdlib>
#include <Windows.h>
using namespace std;
using namespace sf;
int main()
{
//FreeConsole();
RenderWindow gameDisplay(VideoMode(1366, 768), "Game");
gameDisplay.clear();
int enemystarty = -200;
int enemystartx = 300;
int enemyheight = 30;
int enemywidth = 300;
int enemyspeed = 0.3;
int enemycount = 1;
int dodged = 0;
int blockcolor = 0;
bool MainMenu = true;
int mouseposx = 0;
int mouseposy = 0;
Font font1;
if (!font1.loadFromFile("OCRAEXT.ttf"))
{
//error...
}
/*
RectangleShape player(Vector2f(200, 50));
player.setFillColor(Color(0, 0, 255));
player.setPosition(400, 700);
*/
Texture playertexture;
if (!playertexture.loadFromFile("whiter_arrow.jpg"))
{
//error...
}
Sprite player;
player.setTexture(playertexture);
player.setPosition(300, 600);
RectangleShape thing(Vector2f(enemywidth, enemyheight));
thing.setPosition(300, -200);
main_menu object;
object.startmenu(gameDisplay, font1, MainMenu, mouseposx, mouseposy);
while (gameDisplay.isOpen())
{
Event evnt;
while (gameDisplay.pollEvent(evnt))
{
switch (evnt.type)
{
case Event::Closed:
gameDisplay.close();
case Event::KeyPressed:
if (Keyboard::isKeyPressed(Keyboard::Q))
gameDisplay.close();
}
}
while (MainMenu == false)
{
//gameDisplay.setMouseCursorVisible(false);
if (Keyboard::isKeyPressed(Keyboard::Right))
if (player.getPosition().x < 1000)
{
player.move(0.3f, 0.0f);
}
if (Keyboard::isKeyPressed(Keyboard::Left))
if (player.getPosition().x > 50)
{
player.move(-0.3f, 0.0f);
}
if (Keyboard::isKeyPressed(Keyboard::Q))
gameDisplay.close();
Thing thingobject;
thingobject.thingspawn(gameDisplay, enemystartx, enemystarty, enemywidth, enemyheight, thing, enemyspeed);
gameDisplay.clear();
gameDisplay.draw(player);
gameDisplay.draw(thing);
gameDisplay.display();
}
}
}