open SFML.Graphics
open SFML.Window
let window = new RenderWindow(new VideoMode(200u, 200u), "SFML works!")
let shape = new CircleShape(10.0f, FillColor=Color.Green)
let mutable pressedKey = Keyboard.Key.Unknown
let moveKeys = [ Keyboard.Key.Up; Keyboard.Key.Left;
Keyboard.Key.Down; Keyboard.Key.Right ]
let keyPress (e : KeyEventArgs) =
match e.Code with
| moveKeys -> pressedKey <- e.Code
| _ -> pressedKey <- Keyboard.Key.Unknown
let keyRelease (e : KeyEventArgs) =
let pressedKeys = List.filter (fun key -> Keyboard.IsKeyPressed(key)) moveKeys
if pressedKeys.IsEmpty then pressedKey <- Keyboard.Key.Unknown
else pressedKey <- pressedKeys.Head
window.Closed.Add(fun evArgs -> window.Close())
window.KeyPressed.Add(keyPress)
window.KeyReleased.Add(keyRelease)
while window.IsOpen() do
match pressedKey with
| Keyboard.Key.Up -> shape.Position <- new Vector2f(shape.Position.X, shape.Position.Y - 0.1f)
| Keyboard.Key.Left -> shape.Position <- new Vector2f(shape.Position.X - 0.1f, shape.Position.Y)
| Keyboard.Key.Down -> shape.Position <- new Vector2f(shape.Position.X, shape.Position.Y + 0.1f)
| Keyboard.Key.Right -> shape.Position <- new Vector2f(shape.Position.X + 0.1f, shape.Position.Y)
| _ -> ()
window.DispatchEvents()
window.Clear()
window.Draw(shape)
window.Display()
在上面的代码示例中,我创建了一个圆圈,然后按箭头键移动它。有问题的状态变量是圆的位置,由Vector2f对象(SFML库的一部分)表示
我的问题与代码段的结尾有关,在那里我找到了按下的键,然后移动了圆圈。从C#背景开始,这部分代码看起来很糟糕。
在C#中我会简单地执行以下操作:
switch (pressedKey) {
case Keyboard.Key.Up:
shape.Position.Y -= 0.1f;
// etc, etc
}
创建这些新的Vector2f对象是否会导致不必要的 与我修改状态变量的方式相比 C#?
有更好的方法吗?
答案 0 :(得分:4)
1)这是一个始终具体案例的表现问题。在这种情况下答案是否定的。如果您在循环中对10,000个对象执行此操作,则使用可变数据。一般来说,使事物不可变,可以让你对他们的行为做出更容易的假设,这是非常重要的。
2)以下是您可以使用此代码的方向。
open SFML.Graphics
open SFML.Window
open System
type HandleKeyboard(window : RenderWindow) =
let mutable keyState = Set.empty
let keyPressedHandle =
window.KeyPressed.Subscribe(fun key ->
keyState <- keyState.Add key.Code)
let keyReleasedHandle =
window.KeyReleased.Subscribe(fun key ->
keyState <- keyState.Remove key.Code)
let validMovementKey (keyPress : Keyboard.Key) =
match keyPress with
| Keyboard.Key.Up
| Keyboard.Key.Left
| Keyboard.Key.Down
| Keyboard.Key.Right -> true
| _ -> false
let keyToMovement (keyPress : Keyboard.Key) =
match keyPress with
| Keyboard.Key.Up -> Vector2f( 0.0f, -0.1f)
| Keyboard.Key.Left -> Vector2f(-0.1f, 0.0f)
| Keyboard.Key.Down -> Vector2f( 0.0f, 0.1f)
| Keyboard.Key.Right -> Vector2f( 0.1f, 0.0f)
| _ -> Vector2f(0.0f, 0.0f)
member this.IsKeyPressed (key : Keyboard.Key) =
keyState |> Set.contains key
member this.GetMovement () =
keyState
|> Set.filter validMovementKey
|> Seq.map keyToMovement
|> Seq.fold (+) (Vector2f(0.0f, 0.0f))
interface IDisposable with
member this.Dispose() =
keyPressedHandle.Dispose()
keyReleasedHandle.Dispose()
type SomeState = {
position : Vector2f;
}
let startGame() =
use window = new RenderWindow(VideoMode(200u, 200u), "SFML works!")
use shape = new CircleShape(10.0f, FillColor = Color.Green)
use keyboard = new HandleKeyboard(window)
window.Closed.Add(fun evArgs -> window.Close())
let rec mainLoop state =
window.DispatchEvents()
if keyboard.IsKeyPressed Keyboard.Key.Escape then
window.Close()
let newPosition = state.position + keyboard.GetMovement()
shape.Position <- newPosition
if window.IsOpen() then
window.Clear()
window.Draw(shape)
window.Display()
mainLoop {position = newPosition}
mainLoop {position = Vector2f(0.0f, 0.0f)}
startGame()
答案 1 :(得分:2)
我认为如果你担心创建一个与按键相对应的小对象的开销,你就会担心错误的事情。按键的数量相对较少。
通过更改vector2类型,您可以编写类似于C#代码的代码(实质上,您可以使后备存储变量可变)。