乒乓球拍未按预期运行

Ping Pong paddles are not acting as expected

我正在尝试学习 SFML 和 C++,所以我决定尝试制作自己的 Ping Pong 游戏,但是由于某些原因,玩家 1 没有正确清除并且玩家 2 慢得多且紧张(与玩家 1 相同) .

有人可以帮我解决这个问题吗?

#include <SFML/Graphics.hpp>
#include "ResourcePath.hpp"

#include <iostream>

class Paddel {
    int speed = 3;
    sf::Vector2f border;
    sf::Vector2f size;
    sf::Vector2f position;
    sf::Vector2f screenSize;
public:
    sf::RectangleShape shape;

    Paddel(sf::Vector2f screenSize,int player)
    {
        this->screenSize = screenSize;
        this->size = sf::Vector2f(20,100);
        this->border = sf::Vector2f(8,6);

        if(player == 1)
            this->position = border;
        else if(player == 2) {
            position.x = (screenSize.x - size.x) - border.x;
            position.y = border.y;
        }

        this->shape.setSize(this->size);
        this->shape.setPosition(this->position);
    }

    void moveUp()
    {
        this->position.y -= this->speed;
        if(this->position.y < this->border.y)
            this->position.y += this->speed;
        this->shape.setPosition(this->position);
    }

    void moveDown()
    {
        this->position.y += this->speed;
        //100 - (600 + 5)
        if(this->position.y > (this->screenSize.y - this->border.y) - this->size.y)
            this->position.y -= this->speed;
        this->shape.setPosition(this->position);
    }
};

using std::cout;
using std::endl;


int main()
{
    sf::Vector2f screenSize(800,600);
    sf::RenderWindow Window(sf::VideoMode(screenSize.x,screenSize.y),"Ping Pong");
    Window.setFramerateLimit(60);
    Window.setVerticalSyncEnabled(true);

    Paddel playerOne(screenSize,1);
    Paddel playerTwo(screenSize,2);

    const sf::Time TimePerFrame = sf::seconds(1.f/60.f);
    sf::Clock clock;
    sf::Time timeSinceLastUpdate = sf::Time::Zero;
    sf::Time elapsedTime;

    bool play = true;

    while(Window.isOpen())
    {
        Window.clear();
        sf::Event Event;

        while(Window.pollEvent(Event))
        {
            if(Event.type == sf::Event::Closed)
                Window.close();
        }

        elapsedTime = clock.restart();
        timeSinceLastUpdate += elapsedTime;
        if(play){
            if(timeSinceLastUpdate > TimePerFrame){
                if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
                {
                    playerOne.moveUp();
                }
                if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
                {
                    playerOne.moveDown();
                }

                if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
                {
                    playerTwo.moveUp();
                }
                if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
                {
                    playerTwo.moveDown();
                }

                if(sf::Keyboard::isKeyPressed(sf::Keyboard::P))
                    play = false;
            }

            Window.draw(playerOne.shape);
            Window.draw(playerTwo.shape);

            Window.display();
        }
    }
}

此外,如果我的代码很乱,那是因为我试图在对 C++ 和 SFML 知之甚少的情况下自己编写代码。

问题是所有操作都发生在 Window.pollEvent(Event) 循环内。为了解决这个问题,我把它从那里拿走了。不知道它在那里做什么。讨厌错别字!