在 2d 游戏中控制玩家的更好方法? (sdl2)

The better way to control player in 2d game ? (sdl2)

我在 .hpp 文件中这样做:

class Player
{
public:
    Player(){}
    Player(){}
    virtual ~Player(){}

    void handler(SDL_Event event);
    void update()
    {
        move(velocityForwardX, velocityForwardY); 
        move(-velocityBackwardX, -velocityBackwardY);
        /* the player moves from it current position. */
    }
protected:
    int speed = 5;
    int velocityForwardX = 0;
    int velocityForwardY = 0;
    int velocityBackwardX = 0;
    int velocityBackwardY = 0;

};

在 .cpp 文件中:

#include "Player.h"
void Player::handler(SDL_Event event)
{
if(event.type == SDL_KEYDOWN){
    switch(event.key.keysym.sym)
    {
    case SDLK_d:
        velocityForwardX = speed;
        break;
    case SDLK_q:
        velocityBackwardX = speed;
        break;
    case SDLK_z:
        velocityBackwardY = speed;
        break;
    case SDLK_s:
        velocityForwardY = speed;
        break;
    default:
        break;
    }
}
else if(event.type == SDL_KEYUP){
    switch(event.key.keysym.sym)
    {
    case SDLK_d:
        velocityForwardX = 0;
        break;
    case SDLK_q:
        velocityBackwardX = 0;
        break;
    case SDLK_z:
        velocityBackwardY = 0;
        break;
    case SDLK_s:
        velocityForwardY = 0;
        break;
    default:
        break;
    }
}}

像这样我可以按下任意键然后松开它,播放器可以很好地移动。如果按下两个相反的键,然后释放一个键,那么播放器就会朝着正确的方向前进,它也会起作用。我们可以让它更容易吗? (对不起我的英语)

您可以在每个方向只存储一个变量,并在按下和释放按钮时加减 speed,例如

    switch(event.key.keysym.sym)
    {
    case SDLK_d:
        velocityX += speed;
        break;
    case SDLK_q:
        velocityX -= speed;
        break;
    case SDLK_z:
        velocityY -= speed;
        break;
    case SDLK_s:
        velocityY += speed;
        break;
    default:
        break;
    }
    // similar for key release

如果同时按下相反的x方向键,velocityX将是0,y方向和velocityY相同。