所以我在这里的唯一目标是左右移动精灵,并且在精灵移动的同时,我想每半秒钟在精灵表的两个不同部分之间切换。
我已经尝试了所有可能想到的方法,因此我将其工作了,并且仅执行了所需功能。 (编辑:我已对其进行了更改,以尝试遵循另一位用户给出的建议。)我已经上网了,但据我所知,我找不到任何答案。我敢肯定,我忽略了某些事情,而且这很简单,但这就是为什么我需要您的输入。
我要使用的子画面的第三部分是x = 800,y = 0处朝左的动画在顶部,y = 600处朝右的动画在底部
Here is the sprite sheet I am using
第一个用于静止不动,第二行中的第二个是我要在“行走”时切换的位置
无论如何,这是我的代码:
#include "pch.h"
#include <iostream>
#include "SFML/Graphics.hpp"
#include <random>
#include <unordered_map>
enum State
{
Walking,
Standing
};
enum Direction
{
Left,
Right
};
int main(int argc, char ** argv)
{
/* Gregory */
sf::Texture GregorySpriteSheet_T;
GregorySpriteSheet_T.loadFromFile("Images/GregorySpriteSheet.png");
sf::IntRect GregorySpriteRect(0, 600, 400, 600);
sf::Sprite Gregory(GregorySpriteSheet_T, GregorySpriteRect);
sf::RenderWindow renderWindow(sf::VideoMode(1600,800), "SFML 2 Demo");
sf::Event event;
sf::Time timePerFrame = sf::seconds(1.0f / 60.0f);
sf::Clock deltaClock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
State isWalking{ Standing };
sf::Clock walkClock;
Direction direction = Right;
/* RENDER WINDOW LOOP */
while (renderWindow.isOpen())
{
sf::Time deltaTime = deltaClock.restart();
timeSinceLastUpdate += deltaTime;
while (timeSinceLastUpdate >= timePerFrame)
{
timeSinceLastUpdate -= timePerFrame;
while (renderWindow.pollEvent(event))
{
if (event.type == sf::Event::EventType::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
renderWindow.close();
}
if (event.type == sf::Event::EventType::KeyPressed)
{
if (event.key.code == sf::Keyboard::Right)
{
isWalking = Walking;
direction = Right;
}
}
if (event.type == sf::Event::EventType::KeyReleased)
{
if (event.key.code == sf::Keyboard::Right)
{
isWalking = Standing;
}
}
if (event.type == sf::Event::EventType::KeyPressed)
{
if (event.key.code == sf::Keyboard::Left)
{
isWalking = Walking;
direction = Left;
}
}
if (event.type == sf::Event::EventType::KeyReleased)
{
if (event.key.code == sf::Keyboard::Left)
{
isWalking = Standing;
}
}
}
if (isWalking == Walking)
{
if (direction == Right)
GregorySpriteRect.top = 600;
if (direction == Left)
GregorySpriteRect.top = 0;
if (GregorySpriteRect.left == 0)
GregorySpriteRect.left = 400;
if ((int(walkClock.getElapsedTime().asSeconds() / 1.5f) % 2) == 1)
{
if (GregorySpriteRect.left == 400)
GregorySpriteRect.left == 800;
if (GregorySpriteRect.left == 800)
GregorySpriteRect.left == 400;
walkClock.restart();
}
}
{
using kb = sf::Keyboard;
if (kb::isKeyPressed(kb::Right))
{
Gregory.move(400 * timePerFrame.asSeconds(), 0.0f);
direction = Right;
isWalking = Walking;
}
if (kb::isKeyPressed(kb::Left))
{
Gregory.move(-400 * timePerFrame.asSeconds(), 0.0f);
direction = Left;
isWalking = Walking;
}
if (kb::isKeyPressed(kb::Right) && kb::isKeyPressed(kb::Left))
{
isWalking = Standing;
}
}
if (isWalking == Standing)
{
GregorySpriteRect.left = 0;
if (direction == Right)
GregorySpriteRect.top = 600;
if (direction == Left)
GregorySpriteRect.top = 0;
}
}
Gregory.setTextureRect(GregorySpriteRect);
renderWindow.clear();
renderWindow.draw(Gregory);
renderWindow.display();
}
/* END RENDER WINDOW LOOP */
}
答案 0 :(得分:0)
这里是一个建议,但是有很多选择:
首先,稍微重写事件处理,以便您可以区分是第一次按住键还是随后的键。一种简单的方法是拥有一个enum State { Standing, Walking }
并将其设置为您的密钥处理程序中的适当值(例如“不行走且不握住钥匙?将状态设置为行走”)
然后,当玩家开始行走时,(重新)启动一个“行走”时钟。
最后,当您实际渲染播放器时,请检查此时钟并将步行后的过期时间除以步行时间(这决定了步行帧应保持多长时间)。如果此类行走周期的数量是偶数,请使用左侧的行走小精灵,否则使用右侧的行走小精灵。
当然,这种技术很容易推广到较大的行走框架。
答案 1 :(得分:0)
所以对于将来在这里出现的任何人,我都缺少一条重要的电话:
Gregory.setTextureRect(GregorySpriteRect);
或者在我的“ if”语句中的“ if(isWalking == Walking)”下,或者在时钟下(例如我在这里所做的)。将完整的代码粘贴到下面。现在可以双向使用。不确定这有多理想,但是如果您是像我这样的业余爱好者,这应该会有所帮助。
还请注意,我已经回复了Botje回答中建议的一些更改。尽管我必须赞扬他在建议使用枚举的“行走”和“站立”以及方向指导方面给了我很大的帮助。由于浮点变量的舍入误差,我还使用了“>”运算符,而不是教授建议的“ ==”运算符。
干杯!
#include "pch.h"
#include <iostream>
#include "SFML/Graphics.hpp"
#include <random>
#include <unordered_map>
enum State
{
Walking,
Standing
};
enum Direction
{
Left,
Right
};
int main(int argc, char ** argv)
{
/* Gregory */
sf::Texture GregorySpriteSheet_T;
GregorySpriteSheet_T.loadFromFile("Images/GregorySpriteSheet.png");
sf::IntRect GregorySpriteRect(0, 600, 400, 600);
sf::Sprite Gregory(GregorySpriteSheet_T, GregorySpriteRect);
sf::RenderWindow renderWindow(sf::VideoMode(1600,800), "SFML 2 Demo");
sf::Event event;
sf::Time timePerFrame = sf::seconds(1.0f / 60.0f);
sf::Clock deltaClock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
State isWalking{ Standing };
sf::Clock walkClock;
Direction direction = Right;
/* RENDER WINDOW LOOP */
while (renderWindow.isOpen())
{
sf::Time deltaTime = deltaClock.restart();
timeSinceLastUpdate += deltaTime;
while (timeSinceLastUpdate >= timePerFrame)
{
timeSinceLastUpdate -= timePerFrame;
while (renderWindow.pollEvent(event))
{
if (event.type == sf::Event::EventType::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
renderWindow.close();
}
if (event.type == sf::Event::EventType::KeyPressed)
{
if (event.key.code == sf::Keyboard::Right)
{
isWalking = Walking;
direction = Right;
GregorySpriteRect.top = 600;
}
}
if (event.type == sf::Event::EventType::KeyReleased)
{
if (event.key.code == sf::Keyboard::Right)
{
isWalking = Standing;
}
}
if (event.type == sf::Event::EventType::KeyPressed)
{
if (event.key.code == sf::Keyboard::Left)
{
isWalking = Walking;
direction = Left;
GregorySpriteRect.top = 0;
}
}
if (event.type == sf::Event::EventType::KeyReleased)
{
if (event.key.code == sf::Keyboard::Left)
{
isWalking = Standing;
}
}
}
if (isWalking == Walking)
{
if (direction == Right)
GregorySpriteRect.top = 600;
else if (direction == Left)
GregorySpriteRect.top = 0;
else
GregorySpriteRect.top = 600;
if (GregorySpriteRect.left == 0)
GregorySpriteRect.left = 400;
if (walkClock.getElapsedTime().asSeconds() > 0.5f)
{
if (GregorySpriteRect.left == 400)
GregorySpriteRect.left = 800;
else if (GregorySpriteRect.left == 800)
GregorySpriteRect.left = 400;
else
GregorySpriteRect.left += 0;
walkClock.restart();
}
Gregory.setTextureRect(GregorySpriteRect);
}
{
using kb = sf::Keyboard;
if (kb::isKeyPressed(kb::Right))
{
Gregory.move(400 * timePerFrame.asSeconds(), 0.0f);
direction = Right;
}
if (kb::isKeyPressed(kb::Left))
{
Gregory.move(-400 * timePerFrame.asSeconds(), 0.0f);
direction = Left;
}
if (kb::isKeyPressed(kb::Right) && kb::isKeyPressed(kb::Left))
{
isWalking = Standing;
direction = Right;
}
}
if (isWalking == Standing)
{
GregorySpriteRect.left = 0;
if (direction == Right)
GregorySpriteRect.top = 600;
if (direction == Left)
GregorySpriteRect.top = 0;
}
}
Gregory.setTextureRect(GregorySpriteRect);
renderWindow.clear();
renderWindow.draw(Gregory);
renderWindow.display();
}
/* END RENDER WINDOW LOOP */
}