用sfml取2个键盘输入

时间:2017-07-22 16:53:58

标签: c++ sfml

如何让我的“游戏”获取2个键输入,例如,如果用户点击w并且d向右移动。 顺便说一下,变量eventCheckEvent对象

这是我当前的代码(显然不是完整的代码只是事件代码):

while (window.isOpen()) {


Event eventCheck;
            while (window.pollEvent(eventCheck)) {
              switch (eventCheck.type) {
                case Event::Closed:
                     window.close();
                     break;
                case Event::KeyPressed:
                    switch (eventCheck.key.code) {
                        case Keyboard::W:
                        if (Keyboard::isKeyPressed(Keyboard::A)) {
                            const Vector2f spritePos = sprite.getPosition();
                            sprite.setPosition(spritePos.x, spritePos.y - 5);}
                            break;
                        case Keyboard::A:
                        if (Keyboard::isKeyPressed(Keyboard::A)) {
                            const Vector2f spritePos = sprite.getPosition();
                            sprite.setPosition(spritePos.x - 5, spritePos.y);}
                            break;
                        case Keyboard::S:
                        if (Keyboard::isKeyPressed(Keyboard::S)) {
                            const Vector2f spritePos = sprite.getPosition();
                            sprite.setPosition(spritePos.x, spritePos.y + 5);}
                            break;
                        case Keyboard::D:
                        if (Keyboard::isKeyPressed(Keyboard::D)) {
                            const Vector2f spritePos = sprite.getPosition();
                            sprite.setPosition(spritePos.x + 5, spritePos.y);}
                            break;
                                    }
                            }
                            break;
            }

            window.clear(Color(0,0,0,255));

            window.draw(sprite);
            window.display();
    }       
return 0;

2 个答案:

答案 0 :(得分:0)

1。)SFML通过sf::Event进行事件轮询,并通过sf::Keyboard提供实时密钥状态访问。如果您只需要处理一次按键,最好的方法是通过window.pollEvent进行轮询,否则通常总是更好地获取密钥的状态并根据状态做出反应。在这种情况下,您将事件轮询与键盘状态混合在一起。选择其中一个。

2.。)不使用sf ::从代码中删除了很多清晰度

现在进入代码!

我不会轮询事件中的任何用户输入。我会得到钥匙的状态:

// Once per game loop
void ProcessInput()
{
    int keyCount = 0;
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
    {
        keyCount++;
        //Move Character Up, The more keys are pressed, the more i would mess around with speed/velocity here   
    }
    if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
    {
        keyCount++;
        //Move Character Left, The more keys are pressed, the more i would mess around with speed/velocity here   
    }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
    {

        keyCount++; 
        //Move Character Down, The more keys are pressed, the more i would mess around with speed/velocity here   
    }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
    {
        keyCount++;    
        //Move Character Right, The more keys are pressed, the more i would mess around with speed/velocity here   
    }
}

根据用户按下的按键数量,您可能希望减少角色的移动速度,因为它们可以比垂直/水平方向更倾斜地移动,但是如您所知,速度和速度会混乱。

答案 1 :(得分:0)

我最终做了

    bool moveL = false;
    bool moveU = false;
    bool moveD = false;
    bool moveR = false;
    while (window.isOpen()) {
        Event eventCheck;
        while (window.pollEvent(eventCheck)) {
            switch (eventCheck.type) {
            case Event::Closed:
                window.close();
                break;
            case Event::KeyReleased:
                switch (eventCheck.key.code) {
                case Keyboard::A:
                    moveL = false;
                    break;
                case Keyboard::W:
                    moveU = false;
                    break;
                case Keyboard::S:
                    moveD = false;
                    break;
                case Keyboard::D:
                    moveR = false;
                    break;
                }

                break;
            case Event::KeyPressed:
                switch (eventCheck.key.code) {
                case Keyboard::A:
                    moveL = true;
                    break;
                case Keyboard::W:
                    moveU = true;
                    break;
                case Keyboard::S:
                    moveD = true;
                    break;
                case Keyboard::D:
                    moveR = true;
                    break;
                case Keyboard::Space:
                    jump(sprite, window);
                    break;
                }

                const Vector2f spritePos = sprite.getPosition();

                if (moveD && moveR) {

                    sprite.setPosition(spritePos.x + 5, spritePos.y + 5);
                }
                else if (moveL && moveU) {
                    sprite.setPosition(spritePos.x - 5, spritePos.y - 5);

                }
                else if (moveU && moveD) {
                    sprite.setPosition(spritePos.x, spritePos.y);
                }
                else if (moveU && moveR) {
                    sprite.setPosition(spritePos.x + 5, spritePos.y - 5);
                }
                else if (moveD && moveL) {
                    sprite.setPosition(spritePos.x - 5, spritePos.y + 5);
                }
                else if (moveL) {
                    sprite.setPosition(spritePos.x - 5, spritePos.y);
                }
                else if (moveR) {
                    sprite.setPosition(spritePos.x + 5, spritePos.y);
                }
                else if (moveU) {
                    sprite.setPosition(spritePos.x, spritePos.y - 5);
                }
                else if (moveD) {
                    sprite.setPosition(spritePos.x, spritePos.y + 5);
                }



                break;
            }
        }

        window.clear(Color(0,0,0,255));

        window.draw(sprite);
        window.display();
    }   
    return 0;
}
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