我正在工作一个简单的Roguel -Game,并使用SDL作为显示。游戏的图形是CodePage 437的图像,背景为黑色和字体白色。我不使用许多已经有色的单独图像文件,而是想使用一个图像文件,并在将其加载到内存中时更换颜色。

将CodePage分为精灵表的代码正常工作,但是当尝试以彩色打印时,一切都以白色出现。我在过去工作,但是在更改颜色时,我以某种方式打破了代码,以更改负载时的颜色。这是加载图像的代码:

SDL_Surface *Screen,*Font[2];
SDL_Rect Character[256];

Uint8 ScreenY,ScreenX;
Uint16 PrintX,PrintY,ScreenSizeY,ScreenSizeX;
Uint32 Color[2];

void InitDisplay()
{
    if(SDL_Init(SDL_INIT_VIDEO) == -1) { printf("SDL Init failed\n"); return; }

    ScreenSizeY = 600;
    ScreenSizeX = 800;
    Screen = SDL_SetVideoMode(ScreenSizeX,ScreenSizeY,32,SDL_HWSURFACE | SDL_RESIZABLE);
    SDL_WM_SetCaption("Alpha",NULL);

    SDL_Surface *Load;
    Load = IMG_Load("resource/font.png");
    Font[0] = SDL_DisplayFormat(Load);
    SDL_FreeSurface(Load);

    Color[0] = SDL_MapRGB(Font[0]->format,255,255,255);
    Color[1] = SDL_MapRGB(Font[0]->format,255,0,0);

    Uint8 i,j,k = 0;

    PrintX = 0;
    PrintY = 0;

    for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++)
    {
        Character[k].x = PrintX;
        Character[k].y = PrintY;
        Character[k].w = 8;
        Character[k].h = 12;
        k++;
        PrintX += 8;
    } PrintX = 0; PrintY += 12; }

    PrintX = 0;
    PrintY = 0;

    for(i = 1; i < 2; i++)
    {
        Font[i] = SDL_DisplayFormat(Font[0]);
        SDL_SetColorKey(Font[i],SDL_SRCCOLORKEY,Color[i]);
        SDL_FillRect(Font[i],&Font[i]->clip_rect,Color[i]);
        SDL_BlitSurface(Font[0],NULL,Font[i],NULL);
        SDL_SetColorKey(Font[0],0,Color[0]);
    }
}

问题在于上面的最后一个循环。我不知道为什么它不起作用。任何帮助是极大的赞赏!

有帮助吗?

解决方案

我不久前解决了这个问题。问题源于以错误的顺序进行颜色键合。这是解决的代码:

uint8_t i;
uint8_t j;
uint8_t k = 0;

SDL_FillRect(Screen,NULL,0x00000000);

SDL_Rect Offset;
SDL_Surface *Load;
SDL_Surface *LoadFont;

Load = IMG_Load("resource/font.png");
LoadFont = SDL_DisplayFormat(Load);
SDL_FreeSurface(Load);

Offset.x = 0;
Offset.y = 0;

for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++)
{
    Character[k].x = Offset.x;
    Character[k].y = Offset.y;
    Character[k].w = XWIDTH;
    Character[k].h = YHIEGHT;
    k++;
    Offset.x += XWIDTH;
} Offset.x = 0; Offset.y += 12; }

Color[0][0] = SDL_MapRGB(LoadFont->format,255,255,255);
Color[0][1] = SDL_MapRGB(LoadFont->format,96,96,96);
Color[1][0] = SDL_MapRGB(LoadFont->format,255,0,0);
Color[1][1] = SDL_MapRGB(LoadFont->format,96,0,0);
Color[2][0] = SDL_MapRGB(LoadFont->format,0,255,0);
Color[2][1] = SDL_MapRGB(LoadFont->format,0,96,0);
Color[3][0] = SDL_MapRGB(LoadFont->format,0,0,255);
Color[3][1] = SDL_MapRGB(LoadFont->format,0,0,96);
Color[4][0] = SDL_MapRGB(LoadFont->format,255,255,0);
Color[4][1] = SDL_MapRGB(LoadFont->format,96,96,0);

SDL_SetColorKey(LoadFont,SDL_SRCCOLORKEY,Color[0][0]);

for(i=0; i<6; i++) { for(j=0; j<2; j++)
{
    Font[i][j] = SDL_DisplayFormat(LoadFont);
    SDL_FillRect(Font[i][j],&Font[i][j]->clip_rect,Color[i][j]);
    SDL_BlitSurface(LoadFont,NULL,Font[i][j],NULL);
    SDL_SetColorKey(Font[i][j],SDL_SRCCOLORKEY,SDL_MapRGB(Font[i][j]->format,0,0,0));
}}

SDL_FreeSurface(LoadFont);
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