我正在为学校作业制作一个国际象棋游戏,我的作品已定义
data Piece = Piece { piecetype :: PieceType, color :: PieceColor }
data PieceType = Pawn | Knight | Bishop | Rook | Queen | King
data PieceColor = Black | White deriving Eq
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现在我必须打印一块作为单个字符(king = k,queen = q,knight = n等)的黑色部分,该值是其白色值的大写(king = K,queen = Q,knight = N等等)所以我做了三个节目实例
instance Show PieceColor where
show Black = "B"
show White = "W"
instance Show PieceType where
show Pawn = "P"
show Knight = "N"
show Bishop = "B"
show Rook = "R" …Run Code Online (Sandbox Code Playgroud) 我正在尝试使用SDL_ttf创建字体字典,就像我用SDL_image制作字典一样.由于字体存储时pnt_size我创建了一个包含此信息的结构:
struct fontinfo
{
string assetname;
int size;
};
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其次是两个词典:
map<string, SDL_Surface*> imageDictionary;
map<fontinfo*, TTF_Font*> fontDictionary;
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两者之间的区别在于字体字典不仅需要包含文件的字符串,还需要包含字体的大小.
然后,当对象请求图像或字体时,它会为其调用get函数.现在getSprite工作正常:
SDL_Surface* ResourceManager::getSprite(string assetname)
{
if (assetname == "")
return NULL;
map<string, SDL_Surface*>::iterator it = imageDictionary.find(assetname);
if (it != imageDictionary.end())
return it->second;
else
{
SDL_Surface* image = Load_Image(assetname);
if (image != NULL)
imageDictionary.insert(make_pair(assetname, image));
return image;
}
}
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该getFont方法几乎完全相同,除了它使用a fontinfo而不是string:
TTF_Font* ResourceManager::getFont(string assetname, int size)
{
if (assetname == "" || size …Run Code Online (Sandbox Code Playgroud)