【发布时间】:2012-12-03 10:53:08
【问题描述】:
我的一个位图(它是一个精灵表)遇到了这个奇怪的问题。我的游戏运行完美,但如果我取消注释这行代码,初始化位图和精灵的 GameStart 函数会中断:
g_pPowerup100Bitmap = new Bitmap(hDC, IDB_POWERUP_100, g_hInstance);
结果是 函数在遇到该行代码时退出,但必须调用 GamePaint(),因为位图被传送到屏幕上。我知道该功能没有正确执行,因为它们不是精灵 - 只是图像(并且音乐永远不会初始化)。精灵和音乐初始化在同一函数中的位图初始化之下。
更令人沮丧的是,游戏实际上工作......有时。然后我可以正常玩游戏并看到新的动画精灵。然而,在尝试调试该东西数十次之后,它根本无法正确构建。
我的尝试:
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
位图为 64x1536。那是问题吗?我有 8GB 的 RAM 和 GTX 570 Classified。这是整个函数:
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");
}
}
GameStart() 在这种情况下被调用:
switch (msg)
{
case WM_CREATE:
// Set the game window and start the game
SetWindow(hWindow);
GameStart(hWindow);
return 0;
如果有人能解释为什么该位图会杀死该功能,我将不胜感激!
编辑:Hans 直击问题 - 我勾选了“Win32 Exceptions”复选框,这行代码出现内存访问错误:
CopyMemory(pBitmapBits, pTempBits, pBitmapInfo->bmiHeader.biSizeImage);
图片是否太大?我会继续调查,但欢迎提出任何建议。
【问题讨论】:
-
不应该等到
WM_CREATE之后再使用窗口吗? -
这个函数只是将资源加载到内存中。 GamePaint() 是将它们传送到窗口的方法,稍后在程序中调用。
-
它以您的窗口作为参数调用
GetDC。我想这需要一个完成的窗口。检查hDC以确保它不为空。 -
您仍然需要多少个客户端设备上下文?您反复调用 GetDC(),尽管它应该只执行一次,即使那样,您也永远不会 ReleaseDC() 任何东西。在确保您可以在 WM_CREATE 处理程序中执行任何操作后,请练习简单的口头禅:
Releasewhat youGet;Delete你是什么Create。比如,如果你GetDC(),你需要ReleaseDC(),如果你CreateDC()(或CreateCompatibleDC()),你迟早需要DeleteDC()。 -
嘿,对于凌乱的hDC位感到抱歉。我正在使用 Michael Morrison 的 GameEngine 类之一,还有很多我仍然难以理解的 Windows API 代码。不过,我完全看到了 GetDC 问题,并修复了它。 DC 在另一个函数中的每个刻度结束时释放。