Performance 让SFML Snake游戏对按键反应更灵敏? 我找到了一个SFML C++游戏,我一直在玩它,改变了一些东西,但是我无法弄清楚的是,如何用箭头键使它更平滑/响应。现在它正在使用enum方向{Up,Down,Left,Right}带有 while (window.isOpen()) { sf::Vector2f lastPosition(snakeBody[0].getPosition().x, snakeBody[0].getPosition().y); // Event sf::Event event; while (window.pollEvent(event)) { //..... if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Return) { //clock.restart; if (!currentlyPlaying) currentlyPlaying = true; move = Down; New_Game(snakeBody, window_width, window_height, engine, apple, score, scoreText, lowBounds); mode = 1; moveClock.restart(); //start game } if(inputClock.getElapsedTime().asSeconds() >= 0.07) { if(event.key.code == sf::Keyboard::Up && move != Down) move = Up; inputClock.restart(); if(event.key.code == sf::Keyboard::Down && move != Up) move = Down; inputClock.restart(); if(event.key.code == sf::Keyboard::Left && move != Right) move = Left; inputClock.restart(); if(event.key.code == sf::Keyboard::Right && move != Left) move = Right; inputClock.restart(); } }

Performance 让SFML Snake游戏对按键反应更灵敏? 我找到了一个SFML C++游戏,我一直在玩它,改变了一些东西,但是我无法弄清楚的是,如何用箭头键使它更平滑/响应。现在它正在使用enum方向{Up,Down,Left,Right}带有 while (window.isOpen()) { sf::Vector2f lastPosition(snakeBody[0].getPosition().x, snakeBody[0].getPosition().y); // Event sf::Event event; while (window.pollEvent(event)) { //..... if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Return) { //clock.restart; if (!currentlyPlaying) currentlyPlaying = true; move = Down; New_Game(snakeBody, window_width, window_height, engine, apple, score, scoreText, lowBounds); mode = 1; moveClock.restart(); //start game } if(inputClock.getElapsedTime().asSeconds() >= 0.07) { if(event.key.code == sf::Keyboard::Up && move != Down) move = Up; inputClock.restart(); if(event.key.code == sf::Keyboard::Down && move != Up) move = Down; inputClock.restart(); if(event.key.code == sf::Keyboard::Left && move != Right) move = Left; inputClock.restart(); if(event.key.code == sf::Keyboard::Right && move != Left) move = Right; inputClock.restart(); } },performance,c++11,keyboard,sfml,Performance,C++11,Keyboard,Sfml,现在踢球很令人沮丧,因为我不能像我想的那样准确地移动。是否有一种方法可以使控件更具响应性,或者它是否已经能够像我的硬件一样快速地响应按键 我是OOP和SFML的完全初学者,所以我在理解时钟以及看其他语言的蛇游戏时遇到了一些困难,以便将其翻译成这个。如果需要,我可以发布整个代码 所以我知道这并不漂亮,但下面是全部代码: #include <iostream> #include <SFML/Graphics.hpp> #include <vector> #incl

现在踢球很令人沮丧,因为我不能像我想的那样准确地移动。是否有一种方法可以使控件更具响应性,或者它是否已经能够像我的硬件一样快速地响应按键

我是OOP和SFML的完全初学者,所以我在理解时钟以及看其他语言的蛇游戏时遇到了一些困难,以便将其翻译成这个。如果需要,我可以发布整个代码

所以我知道这并不漂亮,但下面是全部代码:

#include <iostream>
#include <SFML/Graphics.hpp>
#include <vector>
#include <string>
#include <fstream>
#include <sstream>


// Global directions
enum Direction {Up, Down, Left, Right};

// Reads high scores
void High_Scores(std::vector<int> &top10scores)
{
    top10scores.clear();
    std::string line;
    std::ifstream highscores("highscores.txt");
    while (std::getline(highscores, line))
        top10scores.push_back(stoi(line));
    highscores.close();
}

// Checks new score against high scores
void New_High(std::vector<int> newScores)
{
    std::ofstream fileoutput;
    fileoutput.open("highscores.txt");
    for (int i = 0; i < 10; i++)
        fileoutput << newScores[i] << "\n";
    fileoutput.close();
}

// Writes over highscores.txt file
int Update_Scores(int &score, std::vector<int> &top10scores)
{
    for (int i = 0; i < 10; i++)
    {
        if (score >= top10scores[i])
        {
            for (int j = 9; j >= 0+i; j--)
            {
                top10scores[j] = top10scores[j-1];
            }

            top10scores[i] = score;

            New_High(top10scores);

            High_Scores(top10scores);
            return i;
        }
    }
    return 11;
}

// Start menu
void Welcome_Screen(sf::RenderWindow &window)
{
    sf::Texture texture;
    texture.loadFromFile("welcome2.png");
    sf::Sprite background(texture);
    // Create welcome text
    sf::Font font;
    if (!font.loadFromFile("bonzai.ttf"))
        std::cout << "Can't find the font file 'bonzai.ttf'" << std::endl;
    sf::Text text("\n\n\n\n  \t\t\t Welcome!\n\t   Press 'Enter' to begin.", font, 50);
    text.setColor(sf::Color::White);
    sf::Text quitText(" 'Esc' to quit", font, 17);
    quitText.setColor(sf::Color::Black);
    window.clear();
    window.draw(background);
    window.draw(text);
    window.draw(quitText);
    window.display();
}

// Basic collision check for apple placement
bool Collision_Detect(std::vector<sf::RectangleShape> &snakeBody, sf::CircleShape &apple)
{
    for (int i = 0; i != snakeBody.size(); i++)
    {
        if (snakeBody[i].getPosition() == apple.getPosition())
            return true;
    }
    return false;
}

// Sets up starting values for game
void New_Game(std::vector<sf::RectangleShape> &snakeBody, int window_width, int window_height,
              std::default_random_engine &engine, sf::CircleShape &apple, int score, sf::Text &scoreText,
              int lowBounds)
{
    score = 0;
    scoreText.setString("Score: 0");
    snakeBody.clear();
    snakeBody.push_back(sf::RectangleShape(sf::Vector2f(20,20))); // one square
    snakeBody[0].setPosition(window_width / 2, window_height / 2 - 120);
    snakeBody[0].setFillColor(sf::Color(200,255,200));
    snakeBody[0].setOutlineThickness(-1);
    snakeBody[0].setOutlineColor(sf::Color::Black);
    std::uniform_int_distribution<int> xPosition(lowBounds, 39);
    auto randX = std::bind(xPosition, std::ref(engine));
    std::uniform_int_distribution<int> yPosition(lowBounds, 23);     // path length of 20 pixels I think
    auto randY = std::bind(yPosition, std::ref(engine));
    do
        apple.setPosition(randX()*20+10, randY()*20+10);
    while (Collision_Detect(snakeBody, apple));

    for (int i = 0; i < 2; i++)
    {
        snakeBody.push_back(sf::RectangleShape(sf::Vector2f(20,20)));
        snakeBody[snakeBody.size()-1].setFillColor(sf::Color(100,150,100));
        snakeBody[snakeBody.size()-1].setOutlineThickness(-1);
        snakeBody[snakeBody.size()-1].setOutlineColor(sf::Color::Black);
        snakeBody.back().setPosition(snakeBody.begin()->getPosition().x,
                                     snakeBody.begin()->getPosition().y);
    }

}

//Display all blocks of snake
void Draw_Snake(sf::RenderWindow &window, std::vector<sf::RectangleShape> &snakeBody)
{
    for (int i = 0; i != snakeBody.size(); i++)
        window.draw(snakeBody[i]);
}

// Moves snake's head and tail
void Move_Snake(std::vector<sf::RectangleShape> &snakeBody, sf::Vector2f &lastPosition, int move)
{
    switch (move)
    {
    case Up:
        snakeBody[0].move(0, -20);
        break;
    case Down:
        snakeBody[0].move(0, 20);
        break;
    case Left:
        snakeBody[0].move(-20, 0);
        break;
    case Right:
        snakeBody[0].move(20, 0);
        break;
    default:
        break;
    }
    sf::Vector2f newPosition(lastPosition);
    if (snakeBody.size() > 1)
    {
        for (int i = 1; i != snakeBody.size(); i++)
        {
            lastPosition = snakeBody[i].getPosition();
            snakeBody[i].setPosition(newPosition);
            newPosition = lastPosition;
        }
    }
}

// Apple placement
bool Apple_Placement(int lowBounds, std::default_random_engine &engine,
                     std::vector<sf::RectangleShape> &snakeBody, sf::CircleShape &apple, sf::Clock &immuneTimer)
{
    std::uniform_int_distribution<int> xPosition(lowBounds, 39);
    auto randX = std::bind(xPosition, std::ref(engine));
    std::uniform_int_distribution<int> yPosition(lowBounds, 23);
    auto randY = std::bind(yPosition, std::ref(engine));

    if ((apple.getPosition().x == snakeBody[0].getPosition().x + 10) &&
            (apple.getPosition().y == snakeBody[0].getPosition().y + 10))
    {
        //  for (int i = 0; i < 2; i++)
        //  {
        snakeBody.push_back(sf::RectangleShape(sf::Vector2f(20,20)));
        snakeBody[snakeBody.size()-1].setFillColor(sf::Color(100,150,100));
        snakeBody[snakeBody.size()-1].setOutlineThickness(-1);
        snakeBody[snakeBody.size()-1].setOutlineColor(sf::Color::Black);
        snakeBody.back().setPosition(snakeBody.begin()->getPosition().x, snakeBody.begin()->getPosition().y);
        //  }
        do
            apple.setPosition(randX()*20+10, randY()*20+10);
        while (Collision_Detect(snakeBody, apple));

        immuneTimer.restart();
        return true;
    }
    else
        return false;
}






// Checks body collision and out of bounds
bool Snake_Alive(std::vector<sf::RectangleShape> &snakeBody, sf::Clock &immuneTimer)
{
    if (snakeBody[0].getPosition().x < 0 || snakeBody[0].getPosition().x > 790
            || snakeBody[0].getPosition().y < 0 || snakeBody[0].getPosition().y > 460)
    {
        // snakeBody[0].setFillColor(sf::Color::Yellow);
        return false;
    }


    if(immuneTimer.getElapsedTime().asSeconds() >= .15)
    {
        for (int i = 1; i != snakeBody.size(); i++)
        {
            if (snakeBody[0].getPosition() == snakeBody[i].getPosition())
            {
                // snakeBody[i].setFillColor(sf::Color::Yellow);
                return false;
            }
        }
    }
    return true;
}

int main()
{
    int window_width = 800, window_height = 600;
    int bitsPerPixel = 24, start = 0, mode = 0, score = 0, difficulty = 2, lowBounds = 0;
    std::vector<int> top10scores;
    std::vector<sf::RectangleShape> snakeBody;
    int move;
    bool currentlyPlaying = false;


    // Create main window
    sf::RenderWindow window(sf::VideoMode(window_width, window_height,
                                          bitsPerPixel), "Snake!", sf::Style::Close);
    window.setVerticalSyncEnabled(true);

    // Set the icon
    sf::Image icon;
    if (!icon.loadFromFile("icon.png"))
        return EXIT_FAILURE;
    window.setIcon(icon.getSize().x, icon.getSize().y, icon.getPixelsPtr());

    // Game board
    sf::Texture texture;
    texture.loadFromFile("grass.png");   //replace with game board
    sf::Sprite grass(texture);

    // Apple
    sf::CircleShape apple(10);
    apple.setOutlineThickness(-1); // should be diameter of 20
    apple.setOutlineColor(sf::Color::Black);
    apple.setFillColor(sf::Color::Red);
    apple.setOrigin(apple.getRadius(), apple.getRadius());

    // Random generator
    std::random_device seed_device;
    std::default_random_engine engine(seed_device());

    // Clocks
    sf::Clock moveClock;
    sf::Clock inputClock;
    sf::Clock immuneTimer;

    // Score box
    sf::RectangleShape scoreBox(sf::Vector2f(window_width, window_height - 480));
    scoreBox.setFillColor(sf::Color(0,200,0));
    scoreBox.setOutlineColor(sf::Color::Black);
    scoreBox.setOutlineThickness(-3.f);
    scoreBox.setPosition(0, 480);

    sf::Font font;
    if (!font.loadFromFile("bonzai.ttf"))
        std::cout << "Can't find the font file 'bonzai.ttf'" << std::endl;
    sf::Text scoreText("Score: ", font, 60);
    scoreText.setColor(sf::Color::White);
    scoreText.setPosition(314, 497);

    sf::Text pauseText("GAME PAUSED", font, 80);
    pauseText.setColor(sf::Color::Black);
    pauseText.setPosition(174, 185);

    sf::Text overText("  GAME OVER", font, 78);
    overText.setColor(sf::Color(150,0,0));
    overText.setPosition(174, 185);

    sf::Text newquitText("Pause: 'P'\nNew game: 'Enter'\nQuit to main menu: 'Q'", font, 20);
    newquitText.setColor(sf::Color::Black);
    newquitText.setPosition(5, 525);

    sf::Text highScoreText("", font, 85);
    highScoreText.setColor(sf::Color::Black);

    //High scores
    High_Scores(top10scores);

    if (difficulty == 2)
        lowBounds = 0;

    New_Game(snakeBody, window_width, window_height, engine, apple, score, scoreText, lowBounds);
    // Main game loop
    while (window.isOpen())
    {
        sf::Vector2f lastPosition(snakeBody[0].getPosition().x, snakeBody[0].getPosition().y);
        // Event
        sf::Event event;
        while (window.pollEvent(event))
        {
            // Welcome screen
            if (start <= 1)
            {
                Welcome_Screen(window);
                start++;
            }
            // Close window: Exit
            if (event.type == sf::Event::Closed)
                window.close();
            // Esc pressed: Exit
            if (event.type == sf::Event::KeyPressed && event.key.code
                    == sf::Keyboard::Escape)
                window.close();
            // Q pressed: Exit to main menu
            if (event.type == sf::Event::KeyPressed && event.key.code
                    == sf::Keyboard::Q)
            {
                start = 1;
                mode = 0;
            }
            if (event.type == sf::Event::KeyPressed && event.key.code
                    == sf::Keyboard::Return)
            {
                if (!currentlyPlaying)
                    currentlyPlaying = true;
                move = Down;

                New_Game(snakeBody, window_width, window_height, engine, apple, score, scoreText, lowBounds);
                mode = 1;
                score = 0;
                moveClock.restart();
                inputClock.restart();
                immuneTimer.restart();
            }
            if(event.type == sf::Event::KeyPressed && inputClock.getElapsedTime().asSeconds() >= 0.06) //0.07
            {
                if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Up && move != Down)
                {
                    move = Up;
                    inputClock.restart();
                }
                if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Down && move != Up)
                {
                    move = Down;
                    inputClock.restart();
                }
                if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Left && move != Right)
                {
                    move = Left;
                    inputClock.restart();
                }
                if(event.key.code == sf::Keyboard::Right && move != Left)
                {
                    move = Right;
                    inputClock.restart();
                }
            }
            // P pressed: Pause simulation
            if (event.type == sf::Event::KeyPressed && event.key.code
                    == sf::Keyboard::P)
            {
                if (mode == 1)
                {
                    window.draw(pauseText);
                    window.display();
                }
                mode *= -1;
                moveClock.restart();
                immuneTimer.restart();
                inputClock.restart();
            }
        }
        if (mode == 1)
        {
            window.clear();
            window.draw(grass);
            window.draw(apple);
            Draw_Snake(window, snakeBody);
            window.draw(scoreBox);
            window.draw(scoreText);
            window.draw(newquitText);

            if(moveClock.getElapsedTime().asSeconds() >= .075)         // change back to 0.09
            {
                Move_Snake(snakeBody, lastPosition, move);
                moveClock.restart();
            }
            if(Apple_Placement(lowBounds, engine, snakeBody, apple, immuneTimer))
            {
                if (difficulty == 1)
                    score += 5;
                else if (difficulty == 2)
                    score += 10;
                else
                    score += 20;
                std::string newScore = std::to_string(score);
                scoreText.setString("Score: " + newScore);
            }
            if(!Snake_Alive(snakeBody, immuneTimer))
            {
                window.draw(overText);
                int scorePlacement = Update_Scores(score, top10scores);
                if (scorePlacement != 11)
                {
                    std::string newHighText = std::to_string(scorePlacement+1);
                    highScoreText.setString("#" + newHighText
                                            + " out of top 10 scores!");
                    if (scorePlacement == 9)
                        highScoreText.setPosition(15, 50);
                    else
                        highScoreText.setPosition(30, 50);
                    window.draw(highScoreText);
                }
                window.display();
                mode = 0;
                window.display();
            }

            window.display();
        }
    }
    return EXIT_SUCCESS;
}
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//全球方向
枚举方向{上、下、左、右};
//读高分
无效高分(标准::向量和TOP10分数)
{
排名前10名。清除();
std::字符串行;
std::ifstream highscores(“highscores.txt”);
while(std::getline(高分,行))
得分前10名。推回(stoi(线));
高分。接近();
}
//根据高分检查新分数
void New_High(标准::矢量新闻核心)
{
std::流文件输出;
fileoutput.open(“highscores.txt”);
对于(int i=0;i<10;i++)
fileoutput=0+i;j--)
{
前10大得分[j]=前10大得分[j-1];
}
TOP10分数[i]=分数;
新高(前10名);
高分(前10名);
返回i;
}
}
返回11;
}
//开始菜单
无效欢迎屏幕(sf::渲染窗口和窗口)
{
sf::纹理;
loadFromFile(“welcome2.png”);
雪碧背景(纹理);
//创建欢迎文本
sf::字体;
如果(!font.loadFromFile(“bonzai.ttf”))
std::cout getPosition().y);
}
}
//显示所有的蛇块
虚空绘制_蛇(sf::渲染窗口和窗口,std::向量和蛇体)
{
for(int i=0;i!=snakeBody.size();i++)
窗口绘制(蛇身[i]);
}
//移动蛇的头和尾巴
无效移动(标准::矢量和蛇形体,sf::矢量2F和最后位置,整数移动)
{
开关(移动)
{
个案:
蛇身[0]。移动(0,-20);
打破
按大小写:
蛇身[0]。移动(0,20);
打破
案例左:
蛇身[0]。移动(-20,0);
打破
案例权利:
蛇身[0]。移动(20,0);
打破
违约:
打破
}
sf::矢量2f newPosition(lastPosition);
如果(snakeBody.size()>1)
{
for(int i=1;i!=snakeBody.size();i++)
{
lastPosition=snakeBody[i].getPosition();
蛇体[i].设置位置(新位置);
newPosition=lastPosition;
}
}
}
//苹果种植
布尔苹果位置(整数下限,标准::默认随机引擎和引擎,
std::vector&snakeBody,sf::CircleShape&apple,sf::Clock&immuneTimer)
{
标准:均匀分布(下界,39);
auto randX=std::bind(xPosition,std::ref(引擎));
标准:均匀分布位置(下限,23);
auto randY=std::bind(位置,std::ref(引擎));
if((apple.getPosition().x==snakeBody[0].getPosition().x+10)&&
(apple.getPosition().y==snakeBody[0].getPosition().y+10))
{
//对于(int i=0;i<2;i++)
//  {
蛇形体。推回(sf::矩形(sf::Vector2f(20,20));
snakeBody[snakeBody.size()-1].setFillColor(sf::Color(100150100));
snakeBody[snakeBody.size()-1].SetOutlineHickness(-1);
snakeBody[snakeBody.size()-1].setOutlineColor(sf::Color::Black);
snakeBody.back().setPosition(snakeBody.begin()->getPosition().x,snakeBody.begin()->getPosition().y);
//  }
做
apple.setPosition(randX()*20+10,randY()*20+10);
而(碰撞检测(蛇身,苹果));
immuneTimer.restart();
返回true;
}
其他的
返回false;
}
//检查身体碰撞和越界
活蹦乱跳的蛇(std::vector&snakeBody,sf::Clock&immuneTimer)
{
如果(蛇身[0].getPosition().x<0 | |蛇身[0].getPosition().x>790
||蛇体[0]。getPosition().y<0 | |蛇体[0]。getPosition().y>460)
{
//蛇体[0].setFillColor(sf::Color::黄色);
返回false;
}
如果(immuneTimer.getElapsedTime().asSeconds()>=.15)
{
for(int i=1;i!=snakeBody.size();i++)
{
如果(蛇身[0].getPosition()==snakeBody[i].getPosition())
{
//蛇体[i].setFillColor(sf::Color::黄色);
返回false;
}
}
}
返回true;
}
int main()
{
内窗宽=800,窗高=600;
int bitsPerPixel=24,开始=0,模式=0,分数=0,难度=2,下限=0;
std::向量TOP10得分;
病媒蛇体;
int-move;
bool currently playing=false;
//创建主窗口
sf::渲染窗口(sf::视频模式(窗口宽度、窗口高度、,
bitsPerPixel),“蛇!”,sf::Style::Close);
window.setVerticalSyncEnabled(真);
//设置图标
sf::图像图标;
如果(!icon.loadFromFile(“icon.png”))
返回退出失败;
setIcon(icon.getSize().x,icon.getSize().y,icon.getPixelsPtr());
//游戏板
sf::纹理;
texture.loadFromFile(“grass.png”);//替换为游戏板
雪碧草(质地);
//苹果
sf::圆形苹果(10);
apple.setOutlineHickness(-1);//直径应为20
苹果色(sf::颜色::黑色);
苹果.setFillColor(sf::Color::红色);
apple.setOrigin(apple.getRadius(),apple.getRadius());
//随机发生器
兰多
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
if(inputClock.getElapsedTime().asSeconds() >= 0.07)