我的一个位图出现了一个奇怪的问题(它是一个spritesheet)。我的游戏运行得很完美,但是初始化位图和精灵的GameStart函数如果取消注释这一行代码,就会中断:
g_pPowerup100Bitmap = new Bitmap(hDC, IDB_POWERUP_100, g_hInstance);结果是,当函数击中这一行代码时,它只会退出,但是必须调用GamePaint(),因为位图是闪烁到屏幕上的。我知道函数没有正确执行,因为它们不是精灵--只是图像(音乐从来不初始化)。雪碧和音乐初始化在相同函数的位图初始化下面。
更令人沮丧的是这个游戏实际上是works...sometimes.然后,我可以正确地玩游戏&看新的动画精灵。但是,在尝试调试这个东西几十次之后,它就无法正常构建了。
我尝试过的:
1) Try/catch of entire GameStart() contents. Exception is not thrown
2) Extensive breakpoint checking - it's definitely this line
3) Spell-checking variable name - exact same as in header file
4) Re-saving bitmap as 24-bit RGB instead of 32-bit
5) Cleaning & rebuilding both the solution & project file
6) Restarting Visual C++ 2008位图是64x1536。这有问题吗?我有8GB的RAM和一个GTX 570分类。以下是整个功能:
void GameStart(HWND hWindow)
{
try
{
// Initialize global variables
g_iInputDelay = 0;
g_iNumLives = 3;
g_iScore = 0;
g_iGameState = 1;
g_iDifficulty = 1;
// Seed the random number generator
srand(GetTickCount());
// Create the offscreen device context and bitmap
g_hOffscreenDC = CreateCompatibleDC(GetDC(hWindow));
g_hOffscreenBitmap = CreateCompatibleBitmap(GetDC(hWindow),
g_pGame->GetWidth(), g_pGame->GetHeight());
SelectObject(g_hOffscreenDC, g_hOffscreenBitmap);
// Create and load the bitmaps
HDC hDC = GetDC(hWindow);
g_pHighwayBitmap = new Bitmap(hDC, IDB_HIGHWAY, g_hInstance);
g_pChickenBitmap = new Bitmap(hDC, IDB_CHICKEN, g_hInstance);
g_pCarBitmaps[0] = new Bitmap(hDC, IDB_CAR1, g_hInstance);
g_pCarBitmaps[1] = new Bitmap(hDC, IDB_CAR2, g_hInstance);
g_pCarBitmaps[2] = new Bitmap(hDC, IDB_CAR3, g_hInstance);
g_pCarBitmaps[3] = new Bitmap(hDC, IDB_CAR4, g_hInstance);
g_pChickenHeadBitmap = new Bitmap(hDC, IDB_CHICKENHEAD, g_hInstance);
g_pMainMenuBitmap = new Bitmap(hDC, IDB_MAIN_MENU, g_hInstance);
g_pHighScoresMenuBitmap = new Bitmap(hDC, IDB_HIGH_SCORES_MENU, g_hInstance);
g_pGameOverMenuBitmap = new Bitmap(hDC, IDB_GAME_OVER_MENU, g_hInstance);
g_pNormalModeBtnBitmap = new Bitmap(hDC, IDB_NORMAL_MODE_BTN, g_hInstance);
g_pHardModeBtnBitmap = new Bitmap(hDC, IDB_HARD_MODE_BTN, g_hInstance);
g_pHighScoresBtnBitmap = new Bitmap(hDC, IDB_HIGH_SCORES_BTN, g_hInstance);
g_pReplayBtnBitmap = new Bitmap(hDC, IDB_REPLAY_BTN, g_hInstance);
g_pMainMenuBtnBitmap = new Bitmap(hDC, IDB_MAIN_MENU_BTN, g_hInstance);
g_pPowerup100Bitmap = new Bitmap(hDC, IDB_POWERUP_100, g_hInstance);
RECT rcBounds = { 0, 0, 465, 400 };
//Button Sprites - Main Menu
Sprite* pBtnSprite = new Sprite(g_pNormalModeBtnBitmap, 77,228, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(0);
g_pGame->AddSprite(pBtnSprite, 1);
pBtnSprite = new Sprite(g_pHardModeBtnBitmap, 254,228, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(0);
g_pGame->AddSprite(pBtnSprite, 1);
pBtnSprite = new Sprite(g_pHighScoresBtnBitmap, 166,310, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(3);
g_pGame->AddSprite(pBtnSprite, 1);
//Button Sprites - Game Over Menu
pBtnSprite = new Sprite(g_pReplayBtnBitmap, 167,249, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(0);
g_pGame->AddSprite(pBtnSprite, 2);
pBtnSprite = new Sprite(g_pMainMenuBtnBitmap, 82,332, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(1);
g_pGame->AddSprite(pBtnSprite, 2);
pBtnSprite = new Sprite(g_pHighScoresBtnBitmap, 252,332, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(3);
g_pGame->AddSprite(pBtnSprite, 2);
//Button Sprites - High Scores Menu
pBtnSprite = new Sprite(g_pMainMenuBtnBitmap, 166,332, 0,0, 1, rcBounds, BA_STOP);
pBtnSprite->SetStateChange(1);
g_pGame->AddSprite(pBtnSprite, 3);
// Create the chicken and car sprites
g_pChickenSprite = new Sprite(g_pChickenBitmap, rcBounds, BA_STOP);
g_pChickenSprite->SetPosition(4, 175);
g_pChickenSprite->SetVelocity(0, 0);
g_pChickenSprite->SetZOrder(1);
g_pChickenSprite->SetNumFrames(2);
g_pChickenSprite->SetAsInputControlled(); //stops auto-frame update
//DEBUGGING ONLY!!!!!
g_pChickenSprite->SetID(1);
g_pGame->AddSprite(g_pChickenSprite, 0);
Sprite* pSprite = new Sprite(g_pCarBitmaps[0], rcBounds, BA_WRAP);
pSprite->SetPosition(70, 0);
pSprite->SetVelocity(0, 6);
pSprite->SetZOrder(2);
g_pGame->AddSprite(pSprite, 0);
pSprite = new Sprite(g_pCarBitmaps[1], rcBounds, BA_WRAP);
pSprite->SetPosition(160, 0);
pSprite->SetVelocity(0, 2);
pSprite->SetZOrder(2);
g_pGame->AddSprite(pSprite, 0);
pSprite = new Sprite(g_pCarBitmaps[2], rcBounds, BA_WRAP);
pSprite->SetPosition(239, 400);
pSprite->SetVelocity(0, -4);
pSprite->SetZOrder(2);
g_pGame->AddSprite(pSprite, 0);
pSprite = new Sprite(g_pCarBitmaps[3], rcBounds, BA_WRAP);
pSprite->SetPosition(329, 400);
pSprite->SetVelocity(0, -9);
pSprite->SetZOrder(2);
g_pGame->AddSprite(pSprite, 0);
// Load the background music
g_pGame->PlayMIDISong(TEXT("Music.mid"));
getHighScores(scoreData, g_scoreTop);
scoreData.close();
}
catch (int e)
{
cout << "An exception occurred. Exception Nr. " << e << endl;
system("PAUSE");
}
}在此上下文中调用GameStart():
switch (msg)
{
case WM_CREATE:
// Set the game window and start the game
SetWindow(hWindow);
GameStart(hWindow);
return 0;如果有人能弄清楚为什么那个位图会扼杀这个功能,我会非常感激的!
编辑:Hans正好碰到了这个问题--我勾选了"Win32异常“复选框&这一行代码出现了内存访问错误:
CopyMemory(pBitmapBits, pTempBits, pBitmapInfo->bmiHeader.biSizeImage);图像是不是太大了?我会继续调查,但欢迎任何建议。
发布于 2012-12-15 20:16:19
不要使用WM_CREATE消息初始化游戏。当您在64位操作系统上运行32位代码时,会出现一个非常特殊的问题,当在消息处理代码中引发SEH异常时,它会导致SEH异常(例如访问冲突)被吞没。WM_CREATE是显示问题的消息之一。关于this answer中这种行为的许多细节,尽管它非常特定于Winforms。然而,在用C或C++编写代码时,同样的问题也存在。
不需要(通常)使用WM_CREATE来初始化东西,您最好在调用CreateWindowsEx()之后移动它,因为您应该只需要窗口句柄。调试器现在将再次提供帮助,并向您展示代码崩溃的位置。
如果您确实需要在WM_CREATE中使用它,那么使用debug +异常来调试它,在抛出的复选框中勾选Win32异常。也是验证这个答案是否准确的方法。
发布于 2012-12-15 20:02:04
现在,在调用GetDC之后,您必须调用ReleaseDC。但是你打了三个GetDC电话。留下一个电话,储存HDC,在最后释放它。
https://stackoverflow.com/questions/13895604
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