如何减慢我的精灵动画?

时间:2016-01-20 19:37:06

标签: c++ animation sfml

目前,我正在使用这个player.cpp类用于我的精灵动画。我正在使用计数器来更新每一帧。它动画,但它飞过动画。

我想放慢速度。我找到了可以用来减慢精灵动画的代码,但我不确定如何将它实现到我当前的程序中。

下面是我的player.cpp文件,然后是我发现的可以减慢精灵动画速度的代码。当我试图向counterWalking++添加一个时钟时它根本没有动画,我尝试实现这个代码以达到同样的效果。

player::player()
{
    rect.setSize(sf::Vector2f(32, 32));
    rect.setFillColor(sf::Color::White);
    rect.setPosition(300, 300);
    sprite.setTextureRect(sf::IntRect(0, 0, 32, 32));
}

void player::update()
{
    sprite.setPosition(rect.getPosition());
}

void player::updateMovement()
{
    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {

        if (canMoveRight == true) {

            rect.move(movementSpeed, 0);
            sprite.setTextureRect(sf::IntRect(counterWalking * 32, 64, 32, 32));
            direction = 4;
            canMoveUp = true;
            canMoveDown = true;
            canMoveLeft = true;
            canMoveRight = true;
        }
    }
    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {

        if (canMoveLeft == true) {

            rect.move(-movementSpeed, 0);
            sprite.setTextureRect(sf::IntRect(counterWalking * 32, 32, 32, 32));
            direction = 3;
            canMoveUp = true;
            canMoveDown = true;
            canMoveLeft = true;
            canMoveRight = true;
        }
    }
    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {

        if (canMoveUp == true) {

            rect.move(0, -movementSpeed);
            sprite.setTextureRect(sf::IntRect(counterWalking * 32, 96, 32, 32));
            direction = 1;
            canMoveUp = true;
            canMoveDown = true;
            canMoveLeft = true;
            canMoveRight = true;
        }
    }
    else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {

        if (canMoveDown == true) {

            rect.move(0, movementSpeed);
            sprite.setTextureRect(sf::IntRect(counterWalking * 32, 0, 32, 32));
            direction = 2;
            canMoveUp = true;
            canMoveDown = true;
            canMoveLeft = true;
            canMoveRight = true;
        }
    }
    else {
        //Player not moving
    }
    counterWalking++;

    if (counterWalking == 3)
        counterWalking = 0;
}

以下是我发现的显示慢动画的代码:

int main()
{
    sf::RenderWindow renderWindow(sf::VideoMode(640, 480), "Demo Game");
    sf::Event event;
    sf::Texture texture;
    texture.loadFromFile("images/player.png");
    sf::IntRect rectSourceSprite(0, 0, 32, 32);
    sf::Sprite sprite(texture, rectSourceSprite);
    sf::Clock clock;

    while (renderWindow.isOpen()) {

        while (renderWindow.pollEvent(event)) {

            if (event.type == sf::Event::EventType::Closed)
                renderWindow.close();
        }

        if (clock.getElapsedTime().asSeconds() > 1.0f) {

            if (rectSourceSprite.left == 96)
                rectSourceSprite.left = 0;
            else
                rectSourceSprite.left += 32;

            sprite.setTextureRect(rectSourceSprite);
            clock.restart();
        }

        renderWindow.clear();
        renderWindow.draw(sprite);
        renderWindow.display();
    }
}

2 个答案:

答案 0 :(得分:0)

由于解决方案已在评论中给出但未在答案中实施,因此这里有某种代码审核"

密钥绑定

这段代码实际上是在每个循环中使用sf::Keyboard::isKeyPressedsf::Keyboard::isKeyReleased,而按下/释放键时切换的简单布尔值可以使用事件进行工作。

while (renderWindow.pollEvent(event)) {

            if (event.type == sf::Event::EventType::Closed)
                renderWindow.close();
        }

主循环中使用的事件也包含有关KeyEvents的信息,但不是以这种方式使用的。我建议在关键事件发生时将evet发送给玩家:

    while (renderWindow.pollEvent(event)) {
        switch(event.type){
        case sf::Event::EventType::Closed:
            renderWindow.close();
            break;

        case sf::Event::KeyPressed: case sf::Event::KeyReleased:
            myPlayer.keyEvent(event);
            break;
        }
    }

播放器中的keyEvent功能应如下所示:

void player::keyEvent(sf::Event event){
    //Keycode of your keyboard's arrows goes from 71 to 74
    if (event.key.code >= 71 && event.key.code <= 74){
        //Gets the array ID from the enumeration value
        int ID = event.key.code - 71;
        //Stores false if the key is release, and true if it's pressed
        keys[ID] = (event.type == sf::Event::KeyPressed);
    }
}

在Player.h中更改数组的每个值:

private:
    bool keys[4];

运动

现在你所要做的就是每秒在游戏循环中调用播放器update()函数:

if (clock.getElapsedTime().asSeconds() > 1.0f) {

        if (rectSourceSprite.left == 96)
            rectSourceSprite.left = 0;
        else
            rectSourceSprite.left += 32;

        sprite.setTextureRect(rectSourceSprite);
        myPlayer.update();
        clock.restart();
    }

update()函数中,您将根据按下的键建立运动矢量:

void player::update()
{
    sf::Vector2f movementVector(0,0);
    //Left
    if (keys[0]){
        movementVector.x -= movementSpeed;
        //Sends the sprite Rectangle position based on the movement type
        move(32);
    }
    //Right
    if (keys[1]){
        movementVector.x += movementSpeed;
        move(64);
    }
    //Up
    if (keys[2]){
        movementVector.y -= movementSpeed;
        move(96);
    }
    //Down
    if (keys[3]){
        movementVector.y += movementSpeed;
        move(0);
    }
}

移动功能将根据运动矢量和计数器移动精灵位置,然后设置精灵。
您的移动计数器将增加到30,并且您的玩家只有在此计数器等于0,10或20时才会移动:

void move(int spritePos){
    //Here, the check() function should tell if the player isn't going outside of the screen / in a wall
    if (check(sprite.getPosition() + movementVector)){
        sprite.move(movementVector);
        ++counterWalking %= 30;

        if(!counterWalking % 10)
            sprite.setTextureRect(sf::IntRect(counterWalking / 10 * 32, spritePos, 32, 32));
    }
}

有多种方法可以做到这一点,这只是我这样做的方式

答案 1 :(得分:0)

像您这样的声音可能需要学习有关控制时间步长的知识。本质上,只有在经过所需时间后才执行某些代码。

您通常会看到此站点被引用,因此可以查看一下: https://gafferongames.com/post/fix_your_timestep/