2017-09-08 2 views
1

플레이어가 움직일 때마다 텍스트 변수를 업데이트하려고합니다. 문제는 매번 이렇게 할 때마다 새 문자열이 이전 문자열 위에 표시된다는 것입니다. 게임 창의 크기를 조정하거나 확장하면 문자열이 정상적으로 표시됩니다.SFML의 텍스트 업데이트

문제의 상태 :

PROBLEM STATE

확장 된 상태 (원하는 상태) : 나는 문제가 어디의 코드를 제공 아래

EXPANDED STATE (DESIRED STATE)

. 내 코드가 최고가 아닐지 모르지만, 방금 sfml을 배우기 시작 했으므로 때로는 빠른 결과를 얻기 위해 하드 코딩을하기도합니다. 이 작업을 마치는대로 전체 애플리케이션을 더 나은 프로그래밍 실습으로 다시 작성하겠습니다. 문자열이 처리되는 장소는 handle_plmove_request (game_packet packet, listen_parameters param) 및 void render_graphics (...) 및 int main()에 있습니다. 나는() 주에서 텍스트 변수를 생성하고 함수 listen_to_server()

#include <list> 
#include <sstream> 
#include "player.h" 


std::string PLAYER_MOVE_REQUEST = "PLAYER_MOVE"; 
std::string CHIP_CREATION_REQUEST = "CHIP_CREATION"; 
std::string CHIP_DELETION_REQUEST = "CHIP_DELETION"; 
std::string MONSTER_ENTITY_MY = "monster"; 
std::string PLAYER_ENTITY_MY= "player"; 

    struct game_packet { 
     std::string type; 
     std::string player_move; 
     double chip_position_x; // change it to string 
     double chip_position_y; 
     double pl1_position_x; 
     double pl1_position_y; 
     double pl2_position_x; 
     double pl2_position_y; 
     int score_pl1; 
     int score_pl2; 
    }; 

    struct listen_parameters { 
     sf::TcpSocket* socket; 
     player* player1; 
     player* player2; 
     sf::RenderWindow* what_window; 
     std::list<player>* chipList; 
     bool* lock_movement; 
     sf::Text* pl1_score; 
     sf::Text* pl2_score; 
    }; 

    sf::Packet& operator <<(sf::Packet& packet, const game_packet& pack) 
    { 
     return packet << pack.type << pack.player_move << pack.chip_position_x << pack.chip_position_y 
      << pack.pl1_position_x << pack.pl1_position_y << pack.pl2_position_x << pack.pl2_position_y 
      << pack.score_pl1 << pack.score_pl2; 
    } 

    sf::Packet& operator >>(sf::Packet& packet, game_packet& pack) 
    { 
     return packet >> pack.type >> pack.player_move >> pack.chip_position_x >> pack.chip_position_y 
      >> pack.pl1_position_x >> pack.pl1_position_y >> pack.pl2_position_x >> pack.pl2_position_y 
      >> pack.score_pl1 >> pack.score_pl2; 
    } 

    void handle_plmove_request(game_packet packet, listen_parameters param) { 
     std::stringstream int_to_string_pl1; 
     std::stringstream int_to_string_pl2; 
     double set_xpos = packet.pl1_position_x * 100 + 50; 
     double set_ypos = packet.pl1_position_y * 100 + 50; 
     param.player1->setCoordinates(set_xpos, set_ypos); 
     set_xpos = packet.pl2_position_x * 100 + 50; 
     set_ypos = packet.pl2_position_y * 100 + 50; 
     param.player2->setCoordinates(set_xpos, set_ypos); 
     int_to_string_pl1 << packet.score_pl1; 
     param.pl1_score->setString(int_to_string_pl1.str()); 
     int_to_string_pl2 << packet.score_pl2; 
     param.pl2_score->setString(int_to_string_pl2.str()); 
    } 

    void handle_chip_deletion(game_packet packet, listen_parameters param) { 
     std::cout << "handling chip_deletion_rquest" << std::endl; 
     packet.chip_position_x = packet.chip_position_x * 100 + 50; 
     packet.chip_position_y = packet.chip_position_y * 100 + 50; 
     player chip_to_delete(packet.chip_position_x, packet.chip_position_y, MONSTER_ENTITY_MY, "0"); 
     std::cout << "deleting" << packet.chip_position_x << "," 
        << packet.chip_position_y; 
     param.chipList->remove(chip_to_delete); 
    } 

    void handle_chip_creation(game_packet packet, listen_parameters param) { 
     param.chipList->clear(); 
     std::string string_number; 
     int new_integer; 
     int xpos_newchip; 
     int ypos_newchip; 
     std::cout << "received integers" << std::endl; 
     param.chipList->clear(); 
     for (auto& it : packet.player_move) { 
      if (it != '_') 
       string_number += it; 
      else { 
       std::stringstream string_to_int(string_number); 
       string_to_int >> new_integer; 
       std::cout << new_integer << ","; 
       xpos_newchip = (new_integer % 8) * 100 + 50; 
       ypos_newchip = (new_integer/8) * 100 + 50; 
       string_number.clear(); 
       player new_chip(xpos_newchip, ypos_newchip, MONSTER_ENTITY_MY , "0"); 
       param.chipList->push_back(new_chip); 
      } 

     } 
     std::cout << std::endl; 

    } 
    void listen_to_server(listen_parameters param){ 
     while (true) { 
      sf::Packet packet; 
      game_packet gamePacket; 
      if (param.socket->receive(packet) != sf::Socket::Done) 
       std::cout << "data couldn't be received" << std::endl; 
      packet >> gamePacket; 
      if (gamePacket.type == PLAYER_MOVE_REQUEST) 
       handle_plmove_request(gamePacket, param); 
      else if (gamePacket.type == CHIP_DELETION_REQUEST) { 
       handle_chip_deletion(gamePacket, param); 
      } 
      else if (gamePacket.type == CHIP_CREATION_REQUEST) { 
       handle_chip_creation(gamePacket, param); 
      } 
     } 
    } 
    void render_graphics(listen_parameters param) { 
     sf::Clock clock; 
     sf::Clock bot_clock; 
     sf::Font font; 
     if (!font.loadFromFile("arial.ttf")) 
      std::cout << "can't load" << std::endl; 
     sf::Text player1_text; 
     sf::Text player2_text; 
     player1_text.setFont(font); 
     player1_text.setString("PLAYER_1 SCORE"); 
     player1_text.setFillColor(sf::Color::Red); 
     player1_text.setPosition(150, 850); 
     player2_text.setFont(font); 
     player2_text.setString("PLAYER_2 SCORE"); 
     player2_text.setFillColor(sf::Color::Blue); 
     player2_text.setPosition(500, 850); 

     sf::RectangleShape white_square(sf::Vector2f(100, 100)); 
     white_square.setFillColor(sf::Color(0, 0, 0)); 
     sf::RectangleShape black_square(sf::Vector2f(100, 100)); 
     black_square.setFillColor(sf::Color(255, 255, 255)); 
      while (param.what_window->isOpen()) { 
       float two = 2; 
       sf::Time elapsed1 = clock.getElapsedTime(); 
       sf::Time bot_elapsed = bot_clock.getElapsedTime(); 
       sf::Time two_seconds = sf::seconds(2); 
       sf::Time one_millisecond = sf::milliseconds(10); 

       if (elapsed1 > one_millisecond) { 
        bool isBlack = true; 
        for (int i = 0; i < 800; i += 100) { 
         for (int j = 0; j < 800; j += 100) { 
          if (isBlack == true) { 
           black_square.setPosition(i + 50, j + 50); 
           param.what_window->draw(black_square); 
           if (j + 100 != 800) 
            isBlack = false; 
          } 
          else { 
           white_square.setPosition(i + 50, j + 50); 
           param.what_window->draw(white_square); 
           if (j + 100 != 800) 
            isBlack = true; 
          } 
         } 
        } 
        //std::cout << "displaying child thread" << std::endl; 
        param.player1->setShapePosition(); 
        param.what_window->draw(param.player1->getPlayerShape()); 
        param.player2->setShapePosition(); 
        param.what_window->draw(param.player2->getPlayerShape()); 
        param.what_window->draw(player1_text); 
        param.what_window->draw(player2_text); 
        param.what_window->draw(*(param.pl1_score)); // where the score is drawn 
        param.what_window->draw(*(param.pl2_score)); // where the score is drawn 

        for (auto& it : *(param.chipList)) { 
         it.setShapePosition(); 
         param.what_window->draw(it.getPlayerShape()); 
        } 

        param.what_window->display(); 
        clock.restart(); 
       } 
      } 

    } 

    int main() 
    { 
     int port_number = 53004; 
     sf::TcpSocket socket; 
     sf::Socket::Status status = socket.connect("192.168.0.14", port_number); 
     if (status != sf::Socket::Done) 
      std::cout << "awaiting connection" << std::endl; 
     std::cout << "succesfull connection" << std::endl; 
     sf::Packet packet; 
     int xpos; 
     int ypos; 
     std::string player_number; 
     if (socket.receive(packet) != sf::Socket::Done) 
      std::cout << "can't receive packet" << std::endl; 
     packet >> xpos >> ypos >> player_number; 
     std::cout << "your player number is" << player_number << std::endl; 
     sf::RenderWindow window(sf::VideoMode(900, 1000), "SFML works!"); 
     window.setKeyRepeatEnabled(false); 
     window.setActive(false); 


     player player1(50,750,PLAYER_ENTITY_MY, "1"); 
     player player2(750,750, PLAYER_ENTITY_MY, "2"); 
     sf::RenderWindow* ptr_window = &window; 
     std::list<player> chipList; 
     bool lock_movement = false; 
     sf::Text pl1_score; 
     sf::Text pl2_score; 
     sf::Font font; 
     if (!font.loadFromFile("arial.ttf")) 
      std::cout << "can't load" << std::endl; 
     pl1_score.setFont(font); 
     pl1_score.setFillColor(sf::Color::Red); 
     pl1_score.setPosition(250, 950); 
     pl2_score.setFont(font); 
     pl2_score.setFillColor(sf::Color::Blue); 
     pl2_score.setPosition(600, 950); 
     pl1_score.setString("0"); 
     pl2_score.setString("0"); 

     listen_parameters param{&socket, &player1, &player2, ptr_window,&chipList,&lock_movement, 
           &pl1_score, &pl2_score}; 
     sf::Thread server_listener_thread{ &listen_to_server, param }; 
     server_listener_thread.launch(); 
     sf::Thread graphics(&render_graphics, param); 
     graphics.launch(); 


     while (window.isOpen()){ 
      sf::Event event; 
      while (window.pollEvent(event)) 
      { 
       std::string ins; 
       sf::Packet packet; 
       if (lock_movement == false) { 
        switch (event.type) 
        { 
        case sf::Event::Closed: 
         window.close(); 
         break; 
        case sf::Event::KeyPressed: 
         if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { 
          game_packet gamePacket; 
          gamePacket.type = PLAYER_MOVE_REQUEST; 
          ins = "r" + player_number; 
          gamePacket.player_move = ins; 
          packet << gamePacket; 
          if (socket.send(packet) != sf::Socket::Done) 
           std::cout << "couldn't send packet" << std::endl; 
          std::cout << "sending r instruction" << std::endl; 
         } 
         else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { 
          game_packet gamePacket; 
          gamePacket.type = PLAYER_MOVE_REQUEST; 
          ins = "l" + player_number; 
          gamePacket.player_move = ins; 
          packet << gamePacket; 
          if (socket.send(packet) != sf::Socket::Done) 
           std::cout << "couldn't send packet" << std::endl; 
          std::cout << "sending l instruction" << std::endl; 
         } 
         else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { 
          game_packet gamePacket; 
          gamePacket.type = PLAYER_MOVE_REQUEST; 
          ins = "u" + player_number; 
          gamePacket.player_move = ins; 
          packet << gamePacket; 
          if (socket.send(packet) != sf::Socket::Done) 
           std::cout << "couldn't send packet" << std::endl; 
          std::cout << "sending u instruction" << std::endl; 
         } 
         else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { 
          game_packet gamePacket; 
          gamePacket.type = PLAYER_MOVE_REQUEST; 
          ins = "d" + player_number; 
          gamePacket.player_move = ins; 
          packet << gamePacket; 
          if (socket.send(packet) != sf::Socket::Done) 
           std::cout << "couldn't send packet" << std::endl; 
          std::cout << "sending d instruction" << std::endl; 
         } 
         break; 
        default: 
         break; 
        } 
       } 
      } 
     } 

     return 0; 
    } 

요약을 실행 스레드에 인수로 전달할 : 난 그냥 그것을 변경하고 다시 그립니다으로 텍스트를 업데이트하고 있습니다.

답변

1

솔루션은 간단합니다. 각 기본 루프 반복의 처음에 window.clear()으로 전화하면됩니다. 지금은 화면을 지우지 않고 이전의 그림을 그려야합니다. 모든 것을 채우는 한 눈치 채지 못할 것입니다. 문제는 경기장 아래, 즉 점수가 표시되는 부분을 채우지 못한다는 것입니다.

+0

문제는 해결되었지만 이제는 두 클라이언트 사이의 지연을 느낄 수 있습니다. clear() 함수를 사용하기 전에 두 클라이언트가 완벽하게 동기화되었습니다. – KingMetin2

+0

@ KingMetin2 네트워킹 부분을 확인하지 않았지만 그렇게해서는 안됩니다. 점수 뒤에 검은 색 표를 그릴 수도 있지만 잠재적 인 문제 만 숨기고 있습니다. – Mario

+0

@ KingMetin2'sf :: Time one_millisecond = sf :: milliseconds (10);'거짓말! 더 진지하게, 나는 당신의 코드에서 잠을 자지 못한다. SFML은 VSYNC를 사용합니까, 아니면 가능한 한 빨리 실행되는 게임입니까? 그것은 두 개의 다른 기계 사이의 타이밍의 차이를 설명 할 수 있습니다. – Quentin

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