我是SFML和C ++的新手。我的问题是我成功向小鼠发射射弹。然而,当我移动鼠标时,射弹也会移动。
编辑:
好的,我解决了以前的问题。然而,当弹丸到达鼠标位置时,弹丸停止。子弹如何继续超越目的地?
代码:
if (isFiring == true) {
sf::Vector2f startPos = sf::Vector2f(myPipe.getX(), myPipe.getY());
sf::Vector2i mousePos = sf::Mouse::getPosition(window);
sf::Vector2f endPos = sf::Vector2f(mousePos.x, mousePos.y);
double projSpeed{0.3};
//float projSpeed = projSpeed * (myPipe.getY() - mousePos.y) / 100;
Projectile newProjectile(20, startPos, endPos, projSpeed);
projVec.push_back(newProjectile);
isFiring = false;
}
for (int i = 0; i < projVec.size(); i++) {
projVec[i].fire(delta.asMilliseconds());
projVec[i].draw(window);
clock.restart();
}
消防功能:
void fire( float delta) {
sf::Vector2f pos = projectile.getPosition();
float veloX = (_end.x - pos.x);
float veloY = (_end.y - pos.y);
float distance = sqrt((veloX*veloX + veloY * veloY));
float dx = veloX / distance;
float dy = veloY / distance;
projectile.move(dx * delta, dy * delta);
}
还有一个问题,我是否正确加倍增量?子弹真的很迟钝而且很奇怪。
答案 0 :(得分:1)
(原件回复:)
我没有足够的声誉来评论,所以我必须把它放在这里...
所以,如果我理解正确,你说你想要将射弹射向鼠标的位置,但是一旦被解雇,他们不希望它们跟随它的位置?在这种情况下:
我看到你有代码在for循环中绘制射弹,这让我相信你在不断地调用循环。但同样的循环还包含用于射击射弹的代码,这意味着你也在不断地召唤这个&#34; fire&#34;码。因此,您在每次循环迭代中将射弹转向当前鼠标位置,这意味着它们将始终跟随当前鼠标位置。
你应该做的是移动代码来射击射弹并且只召唤一次(你只能射击一次,对吧?)因此射弹的方向向量不会经常改变,导致你说的问题。
确保始终将逻辑和渲染分开。理想情况下,您应该以固定的间隔更新物理(例如射弹更新),以便游戏在所有机器上运行相同,并分别绘制所有内容。
如果您确实希望射弹始终跟随鼠标,您可以使用此(半伪)代码(我在其中一个游戏中使用此代码):
sf::Vector2f normalizedVector = normalize(mousePos - projectilePos);
normalizedVector.x *= speed * deltaTime;
normalizedVector.y *= speed * deltaTime;
projectile.move(normalizedVector);
(适用编辑:)强>
我制作了一个有效的快速示例项目。这并没有使用您的所有代码,但希望能让您知道如何完成。
这是一段简短视频,展示了以下代码的作用:https://webmshare.com/play/jQqvd
的main.cpp
#include <SFML/Graphics.hpp>
#include "projectile.h"
int main() {
const sf::FloatRect viewRect(0.0f, 0.0f, 800.0f, 600.0f);
sf::RenderWindow window(sf::VideoMode(viewRect.width, viewRect.height), "Test");
window.setFramerateLimit(120);
window.setVerticalSyncEnabled(false);
window.setKeyRepeatEnabled(false);
sf::Clock deltaClock;
const sf::Time timePerFrame = sf::seconds(1.0f / 60.0f);
sf::Time timeSinceLastUpdate = sf::Time::Zero;
std::vector<Projectile> projectiles;
while (window.isOpen()) {
timeSinceLastUpdate += deltaClock.restart();
// process events
{
sf::Event evt;
while (window.pollEvent(evt)) {
switch (evt.type) {
case sf::Event::Closed: { window.close(); } break;
// shoot with left mouse button
case sf::Event::MouseButtonPressed: { switch (evt.mouseButton.button) { case sf::Mouse::Button::Left: {
const sf::Vector2f center(viewRect.left + viewRect.width / 2, viewRect.top + viewRect.height / 2);
const sf::Vector2f mousePos(window.mapPixelToCoords(sf::Mouse::getPosition(window)));
const float angle = atan2(mousePos.y - center.y, mousePos.x - center.x);
projectiles.push_back(Projectile(center, angle));
} break; default: {} break; } } break;
default: {} break;
}
}
}
// update
{
while (timeSinceLastUpdate > timePerFrame) {
timeSinceLastUpdate -= timePerFrame;
// update projectiles
{
for (std::size_t i = 0; i < projectiles.size(); ++i) {
Projectile &proj = projectiles[i];
proj.update(timePerFrame);
if (!viewRect.intersects(proj.getBoundingBox())) { proj.destroy(); }
}
projectiles.erase(std::remove_if(projectiles.begin(), projectiles.end(), [](Projectile const &p) { return p.getCanBeRemoved(); }), projectiles.end());
}
}
}
// render
{
window.clear();
for (std::size_t i = 0; i < projectiles.size(); ++i) {
window.draw(projectiles[i]);
}
window.display();
}
}
return EXIT_SUCCESS;
}
projectile.h:
#ifndef PROJECTILE_H_INCLUDED
#define PROJECTILE_H_INCLUDED
#include <SFML/Graphics.hpp>
class Projectile : public sf::Drawable {
public:
Projectile();
Projectile(const sf::Vector2f pos, const float angle);
virtual ~Projectile();
const bool &getCanBeRemoved() const;
const sf::FloatRect &getBoundingBox() const;
void destroy();
void update(const sf::Time dt);
private:
virtual void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const;
bool canBeRemoved_;
sf::FloatRect boundingBox_;
float angle_;
float speed_;
sf::RectangleShape shape_;
};
#endif
projectile.cpp:
#include "projectile.h"
Projectile::Projectile() :
canBeRemoved_(true),
boundingBox_(sf::FloatRect()),
angle_(0.0f),
speed_(0.0f)
{
}
Projectile::Projectile(const sf::Vector2f pos, const float angle) {
canBeRemoved_ = false;
boundingBox_ = sf::FloatRect(pos, sf::Vector2f(10.0f, 10.0f));
angle_ = angle;
speed_ = 0.5f;
shape_.setPosition(sf::Vector2f(boundingBox_.left, boundingBox_.top));
shape_.setSize(sf::Vector2f(boundingBox_.width, boundingBox_.height));
shape_.setFillColor(sf::Color(255, 255, 255));
}
Projectile::~Projectile() {
}
const bool &Projectile::getCanBeRemoved() const {
return canBeRemoved_;
}
const sf::FloatRect &Projectile::getBoundingBox() const {
return boundingBox_;
}
void Projectile::destroy() {
canBeRemoved_ = true;
}
void Projectile::update(const sf::Time dt) {
boundingBox_.left += static_cast<float>(std::cos(angle_) * speed_ * dt.asMilliseconds());
boundingBox_.top += static_cast<float>(std::sin(angle_) * speed_ * dt.asMilliseconds());
shape_.setPosition(boundingBox_.left, boundingBox_.top);
}
void Projectile::draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const {
renderTarget.draw(shape_);
}