Reputation: 392
class Pong {
public:
Pong(int speed) {
gSpeed = speed;
gPongBG = SDL_LoadBMP("pongBG.bmp");
gPongBGSurf = gPongBG;
gPongRect.w = 800;
gPongRect.h = 460;
gPongRect.x = 700;
gPongRect.y = 220;
gPongPlayer = SDL_LoadBMP("pongPlayer.bmp");
gPongPlayerRect.h = 50;
gPongPlayerRect.w = 10;
gPongPlayerRect.x = 50;
gPongPlayerRect.y = 0;
}
~Pong() {
}
void drawPong() {
gPongBGSurf = gPongBG;
SDL_BlitSurface(gPongBGSurf, NULL, gScreenSurface, &gPongRect);
SDL_BlitSurface(gPongPlayer, NULL, gPongBGSurf, &gPongPlayerRect);
}
void movePlayer() {
gPongPlayerRect.y++;
}
The following code makes it so the gPongPlayerRect makes multiple copies of itself, rather than moving it as i planned. Later in the code, i update the main window named gWindow, and the surface of the main window is the wScreenSurface. If i blit the player directly onto the Window surface, it moves, so i guess the problem is that the old gPongBGSurf surface stays even tho its updated. How could i eventually fix this? Thanks!
Upvotes: 0
Views: 255
Reputation: 346
My guess is that you forgot to erase the Pong Surface:
Uint32 black= SDL_MapRGBA(gPongBGSurf->format,0,0,0,255);
SDL_FillRect(gPongBGSurf, NULL, black);
SDL_BlitSurface(gPongPlayer, NULL, gPongBGSurf, &gPongPlayerRect);
SDL_BlitSurface(gPongBGSurf, NULL, gScreenSurface, &gPongRect);
For a full example of a SDL2 game with multiple surfaces blitting on top of each other and then onto a screen surface, you can read the small source code of Rock Dodger CE which is only a single file.
Upvotes: 1