我正在.hpp文件中这样做:
class Player
{
public:
Player(){}
Player(){}
virtual ~Player(){}
void handler(SDL_Event event);
void update()
{
move(velocityForwardX, velocityForwardY);
move(-velocityBackwardX, -velocityBackwardY);
/* the player moves from it current position. */
}
protected:
int speed = 5;
int velocityForwardX = 0;
int velocityForwardY = 0;
int velocityBackwardX = 0;
int velocityBackwardY = 0;
};
.cpp文件中的
#include "Player.h"
void Player::handler(SDL_Event event)
{
if(event.type == SDL_KEYDOWN){
switch(event.key.keysym.sym)
{
case SDLK_d:
velocityForwardX = speed;
break;
case SDLK_q:
velocityBackwardX = speed;
break;
case SDLK_z:
velocityBackwardY = speed;
break;
case SDLK_s:
velocityForwardY = speed;
break;
default:
break;
}
}
else if(event.type == SDL_KEYUP){
switch(event.key.keysym.sym)
{
case SDLK_d:
velocityForwardX = 0;
break;
case SDLK_q:
velocityBackwardX = 0;
break;
case SDLK_z:
velocityBackwardY = 0;
break;
case SDLK_s:
velocityForwardY = 0;
break;
default:
break;
}
}}
这样,我可以按任意键并释放它,然后播放器移动良好。如果按下了两个相反的键,然后释放了一个,这样播放器就朝着正确的方向前进,那么它也可以工作。我们可以简化它吗? (对不起,我的英语)
答案 0 :(得分:0)
每个方向只能存储一个变量,并在按下和释放按钮时加减speed
,例如
switch(event.key.keysym.sym)
{
case SDLK_d:
velocityX += speed;
break;
case SDLK_q:
velocityX -= speed;
break;
case SDLK_z:
velocityY -= speed;
break;
case SDLK_s:
velocityY += speed;
break;
default:
break;
}
// similar for key release
如果同时按下相反的x方向键,则velocityX
将为0
,y方向和velocityY
将相同。