如何使 sf::Vector2f transform(float t) 速度更快?

How to make sf::Vector2f transform(float t) speed faster?

#include <iostream>
#include <SFML/Graphics.hpp>


float  period_ms = 5000.f;
using namespace std;

sf::Vector2f transform(float t)
{
    float const ellipse_width = 500.f;
    float const ellipse_height = 500.f;
    float const a = ellipse_width / 2.f;
    float const b = ellipse_height / 2.f;
    float const pi = 3.141592653589f;
    float const tau = 2.f * pi;

    float const x = (std::fmodf(t, period_ms) / period_ms) * tau;
    return sf::Vector2f(a * std::cos(x), b * std::sin(x));
}
int main()
{
    sf::ContextSettings settings;
    settings.antialiasingLevel = 8;
    sf::RenderWindow window(sf::VideoMode(1000, 1000), "SFML shapes", sf::Style::Default, settings);
    window.setFramerateLimit(144);

    //white orbitting circle
    sf::CircleShape shape(28.f);
    shape.setFillColor(sf::Color::Black);
    shape.setOutlineColor(sf::Color::Red);
    shape.setOutlineThickness(5);
    //white orbitting circle

    //center red circle
    sf::CircleShape shapeTwo(208.f);
    shapeTwo.setFillColor(sf::Color::Red);
    shapeTwo.setOutlineThickness(5);
    shapeTwo.setOutlineColor(sf::Color(250, 150, 100));
    shapeTwo.setPosition(325.00, 320.00);
    //base red
    sf::Clock clock;

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

        float const t = static_cast<float>(clock.getElapsedTime().asMilliseconds());
        shape.setPosition(sf::Vector2f(500.f, 500.f) + transform(t));

        window.clear();
        window.draw(shape);
        window.draw(shapeTwo);
        window.display();
        cout << "Orbitting X:  " << shape.getPosition().x << ", Y: " << shape.getPosition().y << endl;

    }

    return 0;
}

如何在不重置形状位置的情况下使用 sf::Vector2f 更改圆的旋转速度? 就像,我在 if 条件下设置它,period_ms 降低,以使循环更快,但是当满足条件时这样做,会使形状的位置重置。

您可以添加时间因素变量。这需要你改变一些关于时间管理的东西:

  • 每帧重新启动时钟并将时间累积到一个单独的变量中。
  • 有一个带有时间因子的新变量,它乘以每帧的增量时间。
float timeFactor = 1.0f;
float accTime = 0.0f;

例如,您可以在按 space 时复制它:

while (window.pollEvent(event))
    {
        if (event.type == sf::Event::Closed)
            window.close();
        else if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Space)
            timeFactor = 2.0f;
        else if(event.type == sf::Event::KeyReleased && event.key.code == sf::Keyboard::Space)
            timeFactor = 1.0f;
        
    }

用它乘以您在转换中使用的时间并重新启动时钟

float const dt = static_cast<float>(clock.getElapsedTime().asMilliseconds()); // delta time
accTime += dt * timeFactor;
shape.setPosition(sf::Vector2f(500.f, 500.f) + transform(accTime));
clock.restart();

请注意,尽管这可行,但 period 变量可能存在语义歧义,因为现在它仅表示时间因子为 1 的时间段的值。