试图吸引我的玩家并移动他

时间:2015-01-20 22:12:01

标签: c++ oop sfml

我正在做一个小项目,我试图让我的2D视图中的玩家(实际上是一个圆圈)并让他从左到右移动,上下完美无瑕,我也希望能够按下2个键在那些,所以他侧身或类似的东西。

此外,我希望能够在项目的后期状态下与玩家一起向某个方向进行拍摄(从现在开始可能很重要)

我正在做这个项目,因为我想学习C ++ OOP的工作原理。 我脑海中的结构很简单:

Main > (Creates) > GameWindow
Main > (creates) > EntityManager > (creates) > Player 
Player > (creates via) > EnitityManager > Gun
Gun > (Creates via) > EntityManager > Bullet

玩家可以: 向上/向下/向左/向右走 拍摄。

所以要获得代码,这就是我在FirstGame.cpp中的内容

#include "stdafx.h"
#include "GameWindow.h"
#include "EntityManager.h"

int main()
{
    // Create an entity manager
    EntityManager::Instance();

    // Display the window
    GameWindow::Instance().Run();
}

在我的GameWindow.h中我有:

#pragma once
#include <SFML/Graphics.hpp>

using namespace sf;

class GameWindow
{
public:
    static GameWindow& Instance()
    {
        static GameWindow instance;
        return instance;
    }

    RenderWindow& GetRenderWindow();

    void Run();

private:
    static const int DEF_WIDTH = 1366;
    static const int DEF_HEIGHT = 720;

    GameWindow();
    GameWindow(const GameWindow&);
    GameWindow& operator=(const GameWindow&);
    ~GameWindow();

    string windowTitle;
    int windowWidth;
    int windowHeight;

    void Initialize();
    void DisplayWindow();
    void CheckWindowEvent();
};

和我的GameWindow.cpp

#include "StdAfx.h"
#include "GameWindow.h"
#include "Player.h"
#include "SFML\Graphics.hpp"

RenderWindow renderWindow;
Event eventSF;

GameWindow::GameWindow()
{
    Initialize();
}


GameWindow::~GameWindow()
{

}

void GameWindow::Initialize()
{
    // Set width & height to default settings
    windowWidth = DEF_WIDTH;
    windowHeight = DEF_HEIGHT;

    // Create the render window
    renderWindow.create(VideoMode(windowWidth, windowHeight), windowTitle, Style::Titlebar | Style::Close | Style::Resize);

    Cmd::WriteLine("GameWindow Initialized!");
}

RenderWindow& GameWindow::GetRenderWindow()
{
    return renderWindow;
}

void GameWindow::Run()
{
    // Loop until window has closed
    while (renderWindow.isOpen())
    {
        // Check current window events
        CheckWindowEvent();

        // Display window
        DisplayWindow();
    }
}

void GameWindow::DisplayWindow()
{
    // Display the render window
    renderWindow.clear();
    renderWindow.display();
}

void GameWindow::CheckWindowEvent()
{
    Event _event;
    while (renderWindow.pollEvent(_event))
    {
        // Request for closing the window
        if (_event.type == Event::Closed)
            renderWindow.close(); 
    }
}

在我的EntityManager.h中我得到了:

#pragma once
#include "Entity.h"
#include "Player.h"

class EntityManager
{
public:
    static EntityManager& Instance()
    {
        static EntityManager instance = EntityManager();

        return instance;
    }


private:
    EntityManager();
    ~EntityManager();

    void Initialize();
};

和我的EntityManager.cpp

#include "StdAfx.h"
#include "EntityManager.h"
#include "GameWindow.h"
#include "Player.h"

EntityManager::EntityManager()
{
    Initialize();
}

EntityManager::~EntityManager()
{
}

void EntityManager::Initialize()
{
    Player::Create();
}

现在是Player.h

#pragma once
#include <SFML/Graphics.hpp>
#include "Entity.h"

using namespace sf;

class Player: Entity
{
public:
    Player();
    ~Player();

    void GotDamage(int damage);
    static void Create();
    void Draw();
    void Shoot();
    void Move(float x, float y);
    void Controls(Event _eventSF);

private:
    string name;
    int health;

    Event eventSF;
    CircleShape playerVisual;

protected:
    void Initialize() override;
};

并持续播放Player.cpp

#include "StdAfx.h"
#include "Player.h"
#include "GameWindow.h"
#include <SFML/Graphics.hpp>

Player::Player()
{

}


Player::~Player()
{

}

void Player::Create()
{
    Player player;
    player.Initialize();
    player.Draw();
    player.Controls(player.eventSF);
}

void Player::Initialize()
{
    CircleShape playerVisual(50);
    playerVisual.setPosition(800, 450);
    playerVisual.setFillColor(sf::Color(100, 250, 50));

    Entity::Initialize();
}

void Player::Controls(sf::Event _eventSF)
{
    while(GameWindow::Instance().GetRenderWindow().isOpen())
    {
        while(GameWindow::Instance().GetRenderWindow().pollEvent(_eventSF))
        {
            switch(_eventSF.type)
            {
                case sf::Event::KeyPressed:
                    if (_eventSF.key.code == sf::Keyboard::Up)
                    {
                        Move(0,-1);
                    }
                    if (_eventSF.key.code == sf::Keyboard::Down)
                    {
                        Move(0,1);
                    }
                    if (_eventSF.key.code == sf::Keyboard::Left)
                    {
                        Move(-1,0);
                    }
                    if (_eventSF.key.code == sf::Keyboard::Right)
                    {
                        Move(1,0);
                    }
                    if (_eventSF.key.code == sf::Keyboard::BackSpace)
                    {
                        GotDamage(20);
                    }
                    break;
            }
        }
    }
    cout << " Checking Controls "  << endl;
}

void Player::Move(float _x, float _y)
{
    cout << "Move Player " << endl;
    playerVisual.move(_x, _y);
    Draw();
}

void Player::GotDamage(int _damage)
{
    //for some reason health is -858993460
    cout << "Your current health is " << Player::health << " you received " << _damage <<  " damage now you have "  << Player::health - _damage << " health left. " << endl;
    health -= _damage;
}

void Player::Draw()
{
    cout << "Draw Player" << endl;
    CircleShape visual(50);
    playerVisual.setPosition(800, 450);
    playerVisual.setFillColor(sf::Color(100, 250, 50));
    GameWindow::Instance().GetRenderWindow().draw(visual);
}

我知道这很多,但我希望有人可以帮助我。

重复我的目标: 我试图让我的播放器在屏幕上绘制,让他侧身移动,如果可能的话,对角线。

提前致谢!

2 个答案:

答案 0 :(得分:1)

添加到KeyHeart的答案。

我稍微破解了你的代码并设法让它运行起来。

请记住变量的范围。 Player :: Initialize()中有CircleShape playerVisual(50)这是一个局部变量,但你已经在Player.h中有一个CircleShape playerVisual!所以前者是不必要的。同样在Player :: Create()中你可以创建一个本地玩家对象。

我没有完整的代码副本,因此我假设您计划做的是让EntityManager处理所有现有实体,例如播放器。因此,您应该在EntityManager的头文件中声明Player播放器。因此调用构造函数,我从Player :: Create()中获取了所有内容并将其放入Player :: Player()中。并且此播放器将在EntityManager的生命周期内存在。

您应该更新缓冲区的顺序是:

renderWindow.clear()
renderWindow.draw()
renderWindow.display()

你现在拥有它,你绘制()然后clear()有效地显示任何东西。 有很多方法,但最简单的方法是在GameWindow :: DisplayWindow()中添加对Player :: Draw()的调用。虽然GameWindow需要一个玩家对象来调用Draw()。

关于移动播放器。 Player :: Controls包含某种意义上的无限循环。 while(GameWindow :: Instance()。GetRenderWindow()。isOpen())只要窗口打开就会继续循环,因此可以阻止其他任何更新,例如绘图。

答案 1 :(得分:0)

你不应该在Player :: Draw()函数中绘制playerVisual而不是visual本地存在吗?

你也不应该在GameWindow :: Run()中调用Player :: Draw(),因为你调用了GameWindow :: DisplayWindow()来更新屏幕。在Player :: Move()中调用Player :: Draw()限制精灵的绘制仅限于它移动时。这样的结果将是仅在帧中存在的精灵,否则它将移动一个空画布。