如何使用 C++ 在 SFML 中播放播放器
How ove the player in SFML with c++
我正在使用 SFML 使用 C++ 编写游戏。我已经编写了移动播放器的代码,但是当游戏开始播放器时,播放器会移动但是当我离开按钮时播放器 return 保持原来的状态 position.Can 你能帮帮我吗?
主要:
#include <iostream>
#include <SFML/Graphics.hpp>
int main() {
sf::RenderWindow window(sf::VideoMode(1320, 840), "Window");
window.setPosition(sf::Vector2i(150, 50));
window.setSize(sf::Vector2u(1320, 840));
window.getPosition();
window.setVerticalSyncEnabled(true);
window.setFramerateLimit(5);
window.getSize();
while (window.isOpen()) {
window.clear(sf::Color::White);
//texture
sf::Texture texture;
if (!texture.loadFromFile("/users/gaetanodonnarumma/desktop/background1.png", sf::IntRect(0, 0, 1320, 840))) {
return -1;
}
sf::Texture playerTexture;
if (!playerTexture.loadFromFile("/users/gaetanodonnarumma/desktop/quadrato-giallo.jpg", sf::IntRect(0, 0, 70, 70))) {
return -1;
}
//sprite
sf::Sprite backgroud;
backgroud.setTexture(texture);
sf::Sprite player;
double pX = 0;
double pY = 770;
player.setTexture(playerTexture);
player.setPosition(sf::Vector2f(pX, pY));
player.getPosition();
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::D) {
player.move(10.f, 0.f);
}
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::D) {
player.setPosition(pX + 10, 770);
}
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::A) {
player.move(-5.f, 0.f);
}
}
}
//draw
window.draw(backgroud);
window.draw(player);
window.display();
}
return 0;
}
你所有的初始化代码都是运行 每一帧。这意味着在每一帧上,您都在创建(和销毁)一个新玩家,设置其纹理,并将其位置设置为 [0, 770]
.
将所有初始化移动到主绘图循环开始之前(while (window.isOpen())
之前)。
我正在使用 SFML 使用 C++ 编写游戏。我已经编写了移动播放器的代码,但是当游戏开始播放器时,播放器会移动但是当我离开按钮时播放器 return 保持原来的状态 position.Can 你能帮帮我吗?
主要:
#include <iostream>
#include <SFML/Graphics.hpp>
int main() {
sf::RenderWindow window(sf::VideoMode(1320, 840), "Window");
window.setPosition(sf::Vector2i(150, 50));
window.setSize(sf::Vector2u(1320, 840));
window.getPosition();
window.setVerticalSyncEnabled(true);
window.setFramerateLimit(5);
window.getSize();
while (window.isOpen()) {
window.clear(sf::Color::White);
//texture
sf::Texture texture;
if (!texture.loadFromFile("/users/gaetanodonnarumma/desktop/background1.png", sf::IntRect(0, 0, 1320, 840))) {
return -1;
}
sf::Texture playerTexture;
if (!playerTexture.loadFromFile("/users/gaetanodonnarumma/desktop/quadrato-giallo.jpg", sf::IntRect(0, 0, 70, 70))) {
return -1;
}
//sprite
sf::Sprite backgroud;
backgroud.setTexture(texture);
sf::Sprite player;
double pX = 0;
double pY = 770;
player.setTexture(playerTexture);
player.setPosition(sf::Vector2f(pX, pY));
player.getPosition();
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) {
window.close();
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::D) {
player.move(10.f, 0.f);
}
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::D) {
player.setPosition(pX + 10, 770);
}
}
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::A) {
player.move(-5.f, 0.f);
}
}
}
//draw
window.draw(backgroud);
window.draw(player);
window.display();
}
return 0;
}
你所有的初始化代码都是运行 每一帧。这意味着在每一帧上,您都在创建(和销毁)一个新玩家,设置其纹理,并将其位置设置为 [0, 770]
.
将所有初始化移动到主绘图循环开始之前(while (window.isOpen())
之前)。