C++ C++;SDL2,移动太快了
我目前的乒乓球游戏有问题。我正在尝试平滑玩家的移动(这样当is移动时不会有太多的口吃,并且在第一次按键后不会延迟) 这是我到目前为止的代码,问题是当我的动作更流畅时,桨移动得太快了!我现在不知道如何让它移动得更慢 有没有办法让划桨移动得更慢,或者是我把代码写错了 maingame.hC++ C++;SDL2,移动太快了,c++,C++,我目前的乒乓球游戏有问题。我正在尝试平滑玩家的移动(这样当is移动时不会有太多的口吃,并且在第一次按键后不会延迟) 这是我到目前为止的代码,问题是当我的动作更流畅时,桨移动得太快了!我现在不知道如何让它移动得更慢 有没有办法让划桨移动得更慢,或者是我把代码写错了 maingame.h #pragma once #include <iostream> #include <SDL/SDL.h> #include <string> #include "maing
#pragma once
#include <iostream>
#include <SDL/SDL.h>
#include <string>
#include "maingame.h"
class maingame
{
public:
maingame();
~maingame();
//loads pictures
bool loadMedia(std::string path);
//init the system
void init();
//runs the game
void run();
//THE EPIC GAMELOOP
void gameloop();
//draw the screen
void draw();
void UserInput();
private:
//window
SDL_Window* _window;
//redenderer
SDL_Renderer* _rend;
//the screens surface
SDL_Surface* _screensurface;
//player, ai and the ball
SDL_Rect _paddle;
SDL_Rect _ai;
SDL_Rect _ball;
//checks if you pressed down the W or S button
bool keydown_w = false;
bool keydown_s = false;
//Event for the pall stuff
SDL_Event e;
};
#pragma一次
#包括
#包括
#包括
#包括“maingame.h”
类主游戏
{
公众:
主要游戏();
~main game();
//加载图片
bool loadMedia(标准::字符串路径);
//初始化系统
void init();
//运行游戏
无效运行();
//史诗般的游戏循环
void gameloop();
//画屏幕
无效抽取();
void UserInput();
私人:
//窗口
SDL_窗口*_窗口;
//重新定义
SDL_渲染器*_rend;
//屏幕浮出水面
SDL_表面*_屏幕表面;
//球员,ai和球
直桨;
SDL______ai;
SDL直球;
//检查您是否按下了W或S按钮
bool keydown_w=错误;
bool keydown_s=错误;
//鲍尔事件
SDL_事件e;
};
maingame.c
#include "maingame.h"
/*
PONG V0.2
Black background - CHECK
paddle appear on screen - CHECK
other paddle appear on screen - CHECK
ball appear on screen - CHECK
move player paddle - CHECK
impossible to move outside of map - CHECK
movement smoother -
make ball go around -
collison with paddles -
keep scores -
show scores -
make a 2nd player chooseable -
*/
//screen width and height
const int SCREEN_WIDTH = 1024;
const int SCREEN_HEIGHT = 768;
maingame::maingame()
{
_window = nullptr;
_rend = nullptr;
}
maingame::~maingame()
{
}
void maingame::init()
{
SDL_Init(SDL_INIT_EVERYTHING);
}
void maingame::run()
{
init();
//creating a windows
_window = SDL_CreateWindow("PONG", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
//create the render
_rend = SDL_CreateRenderer(_window, -1, SDL_RENDERER_ACCELERATED);
//set out the player
_paddle.x = 100;
_paddle.y = (SCREEN_HEIGHT / 2) - 100;
_paddle.w = 20;
_paddle.h = 200;
//set out the ai
_ai.x = SCREEN_WIDTH - 100;
_ai.y = (SCREEN_HEIGHT / 2) - 100;
_ai.w = 20;
_ai.h = 200;
//set out the ball
_ball.x = SCREEN_WIDTH / 2 - 20;
_ball.y = (SCREEN_HEIGHT / 2) - 20;
_ball.w = 20;
_ball.h = 20;
draw();
gameloop();
}
void maingame::draw()
{
//make the render be black
SDL_SetRenderDrawColor(_rend, 0, 0, 0, 0);
//Clear the render with the color we set with SDL_SetRenderDrawColor, in this case black
SDL_RenderClear(_rend);
//make the next things we will render white
SDL_SetRenderDrawColor(_rend, 255, 255, 255, 0);
//make the paddle, ai and ball the color of SDL_SetRenderDrawColor, which is whites in this case
SDL_RenderFillRect(_rend, &_paddle);
SDL_RenderFillRect(_rend, &_ai);
SDL_RenderFillRect(_rend, &_ball);
//SDL_RenderDrawRect(_rend, &_paddle);
//Present the render, draw it to the screen
SDL_RenderPresent(_rend);
}
bool maingame::loadMedia(std::string path)
{
//Loading success flag
bool success = true;
SDL_Surface* pic;
//Load splash image
pic = SDL_LoadBMP(path.c_str());
if (pic == NULL)
{
printf("Unable to load image %s! SDL Error: %s\n", "02_getting_an_image_on_the_screen/hello_world.bmp", SDL_GetError());
success = false;
}
return success;
}
void maingame::gameloop()
{
const Uint8 *keys = SDL_GetKeyboardState(NULL);
bool keydown_w = false;
bool keydown_s = false;
while (true)
{
while (SDL_PollEvent(&e) != 0)
{
//pressed the X, quit the program
if (e.type == SDL_QUIT)
{
exit(1);
}
UserInput();
}
UserInput();
draw();
}
}
void maingame::UserInput()
{
float lol = 0;
//Pressed a key!
if (e.type == SDL_KEYDOWN)
{
//pressed W, move the player
if (e.key.keysym.sym == SDLK_w)
{
keydown_w = true;
}
//pressed S, move the player
else if (e.key.keysym.sym == SDLK_s)
{
keydown_s = true;
}
}
if (e.type == SDL_KEYUP)
{
std::cout << keydown_w << std::endl;
if (e.key.keysym.sym == SDLK_w)
keydown_w = false;
if (e.key.keysym.sym == SDLK_s)
keydown_s = false;
}
if (keydown_w)
{
if (_paddle.y > 1)
{
_paddle.y -= 1;
}
std::cout << keydown_w << std::endl;
}
if (keydown_s)
{
if (_paddle.y < SCREEN_HEIGHT - _paddle.h)
{
_paddle.y += 1;
}
}
}
#包括“maingame.h”
/*
PONG V0.2
黑色背景检查
挡板出现在屏幕上-检查
屏幕上出现其他拨杆-检查
球出现在屏幕上-检查
移动球员球拍-检查
无法移动到地图之外-检查
运动平滑器-
使球旋转-
带桨的科里森-
记分-
记分-
让第二个玩家可以选择-
*/
//屏幕宽度和高度
屏幕宽度=1024;
屏幕高度=768;
maingame::maingame()
{
_窗口=空PTR;
_rend=nullptr;
}
maingame::~maingame()
{
}
void maingame::init()
{
SDL_Init(SDL_Init_EVERYTHING);
}
void maingame::run()
{
init();
//创建一个窗口
_window=SDL\u CreateWindow(“PONG”,SDL\u WINDOWPOS\u居中,SDL\u WINDOWPOS\u居中,屏幕宽度,屏幕高度,显示SDL\u窗口);
//创建渲染
_rend=SDL\u CreateRenderer(\u window,-1,SDL\u RENDERER\u加速);
//让运动员起跑
_桨叶x=100;
_桨叶y=(屏幕高度/2)-100;
_桨叶w=20;
_桨叶h=200;
//列出人工智能
_ai.x=屏幕宽度-100;
_ai.y=(屏幕高度/2)-100;
_ai.w=20;
_ai.h=200;
//起球
_ball.x=屏幕宽度/2-20;
_ball.y=(屏幕高度/2)-20;
_w=20;
_球h=20;
draw();
gameloop();
}
void maingame::draw()
{
//使渲染为黑色
SDL_SetRenderDrawColor(_rend,0,0,0);
//使用我们使用SDL_SetRenderDrawColor设置的颜色清除渲染,在本例中为黑色
SDL_RenderClear(_rend);
//做下一件事,我们会把它变成白色
SDL_SetRenderDrawColor(_rend,255,255,0);
//将桨、ai和球设置为SDL_SetRenderDrawColor的颜色,在本例中为白色
SDL_RenderFillRect(_rend,&u paile);
SDL_RenderFillRect(_rend,&u ai);
SDL_RenderFillRect(_rend,&u ball);
//SDL_RenderDrawRect(_rend,&u paile);
//呈现渲染,并将其绘制到屏幕上
SDL_RenderPresent(_rend);
}
boolmaingame::loadMedia(标准::字符串路径)
{
//加载成功标志
布尔成功=真;
SDL_表面*pic;
//加载飞溅图像
pic=SDL_LoadBMP(path.c_str());
如果(pic==NULL)
{
printf(“无法加载图像%s!SDL错误:%s\n”,“在屏幕上获取图像/hello\u world.bmp”,SDL\u GetError());
成功=错误;
}
回归成功;
}
void maingame::gameloop()
{
const Uint8*keys=SDL_GetKeyboardState(NULL);
bool keydown_w=错误;
bool keydown_s=错误;
while(true)
{
while(SDL_PollEvent(&e)!=0)
{
//按X键,退出程序
如果(e.type==SDL\u退出)
{
出口(1);
}
用户输入();
}
用户输入();
draw();
}
}
void maingame::UserInput()
{
浮动lol=0;
//按了一个键!
if(e.type==SDL_KEYDOWN)
{
//按W键,移动播放器
if(e.key.keysym.sym==SDLK\u w)
{
keydown_w=真;
}
//按下S键,移动播放器
else if(e.key.keysym.sym==SDLK_s)
{
keydown_s=真;
}
}
if(e.type==SDL\u KEYUP)
{
std::cout这样做可能是不好的编程实践,但我认为解决问题的唯一方法是添加SDL_延迟()在您的gameloop函数中。我建议您将其用作临时修复,直到找到替代解决方案。希望这能有所帮助。用浮点数替换桨高度,并将其每用户输入移动0.1 px
?@MooingDuck抱歉,我真的不明白您的意思。哦,我明白了问题,您正在移动SDL\u Rect
。“好吧,你应该换一个。”MooingDuck这么说,我应该把桨换成不是SDL-Rect?