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Leo_Joy

Member Since 10 Apr 2012
Offline Last Active Apr 13 2012 09:54 PM

Topics I've Started

SDL_BlitSurface doing nothing

10 April 2012 - 01:37 PM

I can't seem to draw to the screen at all. When I call SDL_BlitSurface, nothing happens. However, it does not return an error code. I've written a class to handle image sprites, and when I step through with a debugger, I see it is returning non-empty values for the surface to blit to the main video surface. When I call my draw function, however, it does nothing. I have confirmed that the pixel values are not changed at all for the surface. What am I doing wrong?

Here's my main.cpp:

[/font][/color]
[color=#000000][font=Arial,]//Standard libs
#include <SDL.h>

//Our gaming base
#include "game_base.h"

//SDL redefines main as winmain, but this is a console application so we don't want that
#undef main

const int MAX_FPS = 80; ///< The maximum frames per second for the game

int main ( int argc, char* argv[] ) {
	//Initialization
	System game( false, 640, 480, "Platformer", MAX_FPS ); //Create a game that is not fullscreen with a resolution of 640x480
	SDL_Surface *buffer = NULL;
	Input *input = NULL;
	Image_Sprite *player_sprite = NULL;

	buffer = game.get_buffer();
	player_sprite = new Image_Sprite( "data/player.bmp", 1, 4 );

	//Setup the hitbox for the player
	SDL_Rect hitbox;
	hitbox.w = 32;
	hitbox.h = 32;
	hitbox.x = 0;
	hitbox.y = 0;

	Player player( 100, 100, hitbox, 1.0, RIGHT, player_sprite ); //Initialize the player at (100, 100)

	//Main game loop
	while( !game.check_is_done() ) {
		game.refresh_top();
		player.draw( buffer );
		game.refresh_bottom();
	}

	//Cleanup
	delete player_sprite;
}[/font][/color]
[color=#000000][font=Arial,]


My draw method looks like this:


[/font][/color][/color]
[color=#000000][color=#000000][font=Arial,]void Character::draw( SDL_Surface *destination ) {
	SDL_Rect coordinates;
	SDL_Surface *sprite;
	sprite = my_sprite->get_frame( my_frame, my_direction );
	coordinates.x = (int)get_x();
	coordinates.y = (int)get_y();

	SDL_BlitSurface( sprite, NULL, destination, NULL );

}[/font][/color][/color]
[color=#000000][color=#000000][font=Arial,]


And my get_frame method is this:


[/font][/color][/color]
[color=#000000][color=#000000][font=Arial,]SDL_Surface* Image_Sprite::get_frame( int x, int y ) {
	SDL_PixelFormat *format;
	format = my_sprite->format;
	SDL_Surface *frame = SDL_CreateRGBSurface( my_sprite->flags, my_frame_width, my_frame_height, format->BitsPerPixel,
													format->Rmask, format->Gmask, format->Bmask, format->Amask );
	SDL_Rect *frame_crop = new SDL_Rect;
	frame_crop->x = my_frame_width * x;
	frame_crop->y = my_frame_height * y;
	frame_crop->w = my_frame_width;
	frame_crop->h = my_frame_height;

	SDL_Rect *coordinates = new SDL_Rect;
	coordinates->x = 0;
	coordinates->y = 0;

	SDL_BlitSurface( my_sprite, frame_crop, frame, coordinates );

	delete frame_crop;
	return frame;

}[/font][/color][/color]
[color=#000000][color=#000000][font=Arial,]


The funny thing is, this code is almost directly copied from another project where it worked fine. And yes, I am calling SDL_Init(), SDL_Quit, and SDL_Flip(). They're all part of my System class. Any help would be appreciated. I tried solving this myself, but I'm stumped.

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