我想为精灵制作动画。要做到这一点,我有一个自动收报机给我一个毫秒的时间。根据我希望精灵显示不同图像的时间。不幸的是,除了一堆if语句之外,我无法想到一个简单而漂亮的方法。
if (ticker_.getElapsedTime().asMilliseconds() >= ANIMATION_STEP * 0 &&
ticker_.getElapsedTime().asMilliseconds() < ANIMATION_STEP * 1)
{
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_00.png"));
}
if (ticker_.getElapsedTime().asMilliseconds() >= ANIMATION_STEP * 1 &&
ticker_.getElapsedTime().asMilliseconds() < ANIMATION_STEP * 2)
{
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_01.png"));
}
// 10 more of these ...
if (ticker_.getElapsedTime().asMilliseconds() >= ANIMATION_STEP * 13 &&
ticker_.getElapsedTime().asMilliseconds() < ANIMATION_STEP * 14)
{
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_13.png"));
}
答案 0 :(得分:5)
像
这样的东西int frame = ticker_.getElapsedTime().asMilliseconds() / ANIMATION_STEP;
if (frame < MAX_FRAMES) {
std::string filename = "animation/explosion_"
+ std::to_string(frame) + ".png";
}
答案 1 :(得分:2)
鉴于步骤均匀,您可以计算使用哪一个:
int step = ticker_.getElapsedTime().asMilliseconds() / ANIMATION_STEP;
你可以进行整数到字符串的转换来使用它来创建文件名,但这有点笨拙使用和过于严格。相反,您可以填充一组文件名:
// populate array during program initialization
vector<string> explosion_filenames;
// In your function,
sprite_.setTexture(*game_->getResourceManager().getTexture(explosion_filenames[step]));
甚至更好,一组纹理:
// populate array during program initialization
vector<whatever_the_texture_type_is> explosion_textures;
// In your function,
sprite_.setTexture(*explosion_textures[step]));
如果步骤不均匀,您可以使用有序地图
// I use `int`, but use whatever type is most appropriate
// populate map during program initialization
map<int, texture_type> explosion_textures;
// In your function,
int step = ticker_.getElapsedTime().asMilliseconds();
sprite_.setTexture(*explosion_textures.lower_bound(step)->second);
答案 2 :(得分:1)
unsigned frame = ticker_.getElapsedTime().asMilliseconds() / ANIMATION_STEP;
auto digit0 = std::to_string(frame % 10);
auto digit1 = std::to_string(frame / 10);
sprite_.setTexture(*game_->getResourceManager().getTexture("animation/explosion_"+digit1+digit0+".png"));
答案 3 :(得分:1)
怎么样:
bool check(std::size_t step)
{
auto tm = ticker_.getElapsedTime().asMilliseconds();
return (tm >= ANIMATION_STEP * step) && (tm < ANIMATION_STEP * (step + 1));
}
for(int i=0; i <n;++i)
{
if (check(i))
{
std::stringstream fname;
fname<<"animation/explosion_"<<
fname<<std::setfill(0)<<std::setw(2)<<i<<".png";
sprite_.setTexture(*game_->getResourceManager().getTexture(fname.str()));
}
}
答案 4 :(得分:0)
这里有一些像oop一样的方法,可以很容易地扩展到任意数量的animation_files。
这只是一个快速的原型,但该计划应该是明确的。
#include <iostream>
#include <vector>
#include <algorithm>
#include <string>
class AnimationManager
{
public:
AnimationManager(float pStepsize) : mStepsize(pStepsize) {}
void registerSprite(std::string pFilename) //assuming that animation files are registered in the right order, alternatively use std::map as backend or something else
{
mFilenames.push_back(pFilename);
}
std::string getFilenameForAnimationStep(float ellapsed_time)
{
if (ellapsed_time < 0) //we dont want go pack in the past
ellapsed_time = 0;
unsigned int step = static_cast<unsigned int>(ellapsed_time/mStepsize); //trunc to int
step = std::min(step, mFilenames.size() - 1); //make shure we use the last registered animation, if we are to fahre in the future
return mFilenames[step];
}
private:
std::vector<std::string> mFilenames;
float mStepsize;
};
int main()
{
AnimationManager my_manager(0.2);
my_manager.registerSprite("step_0.jpq");
my_manager.registerSprite("step_1.jpq");
my_manager.registerSprite("step_2.jpq");
my_manager.registerSprite("step_3.jpq");
//....
//testing
std::cout << my_manager.getFilenameForAnimationStep(-0.5) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.1) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.2) <<std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.5) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(0.7) << std::endl;
std::cout << my_manager.getFilenameForAnimationStep(1.7) << std::endl;
system("Pause");
}