我正在尝试为sfml中的精灵设置动画。目前,我可以移动精灵并在不同方向上更改其图像,但是我想在其移动时对其进行动画处理。我认为可能有一种方法可以使用sf :: Clock完成此操作,或者可能有更好的方法。所有的精灵都在同一个精灵表上,因此我只需要找到一种方法即可在一个方向上移动的同时根据时间更改textureRect的X和Y坐标。如果我缺少任何东西或您有任何疑问,我将尽我所能回答。
main.cpp
#include <iostream>
#include <SFML/Graphics.hpp>
#include "Character.hpp"
int main() {
sf::RenderWindow window(sf::VideoMode(5000, 5000), "Awesome Game" );
Character Boi("SpritesBoi.png", 0, 0, 5, 100);
sf::Sprite BoiSprite = Boi.getSprite();
Boi.SheetX = 0;
Boi.SheetY = 48;
while (window.isOpen()){
// check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while (window.pollEvent(event)){
// "close requested" event: we close the window
if (event.type == sf::Event::Closed){
window.close();
}
}
Boi.Move();
BoiSprite.setTextureRect(sf::IntRect(Boi.SheetX, Boi.SheetY, 110, 150));
BoiSprite.setPosition(Boi.x_pos, Boi.y_pos);
window.clear(sf::Color(255, 255, 255));
window.draw(BoiSprite);
window.display();
}
}
Character.hpp
#ifndef Character_hpp
#define Character_hpp
#include <stdio.h>
#include <SFML/Graphics.hpp>
#endif /* Character_hpp */
class Character{
public:
int health;
int speed;
int x_pos;
int y_pos;
int SheetX;
int SheetY;
sf::Texture texture;
sf::Sprite sprite;
Character(std::string image, int xlocation, int ylocation, int s, int h){
health = h;
speed = s;
x_pos = xlocation;
y_pos = ylocation;
texture.loadFromFile(image);
}
sf::Sprite getSprite() {
sprite.setTexture(texture);
sprite.setPosition(x_pos, y_pos);
sprite.setTextureRect(sf::IntRect(SheetX, SheetY, 110, 150));
return sprite;
}
void Move();
};
Character.cpp
#include "Character.hpp"
#include <iostream>
void Character::Move(){
//Up
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up)){
SheetX = 0;
SheetY = 192;
y_pos = y_pos - 1;
Up = true;
}
//Down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down)){
SheetX = 0;
SheetY = 48;
y_pos = y_pos + 1;
Down = false;
}
//Left
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
SheetX = 0;
SheetY = 480;
x_pos = x_pos - 1;
Left = true;
}
//Right
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
SheetX = 0;
SheetY = 339;
x_pos = x_pos + 1;
Right = true;
}
//Up Right
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up) and sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
SheetX = 334;
SheetY = 490;
}
//Up Left
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up) and sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
SheetX = 333;
SheetY = 340;
}
//Down Right
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down) and sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
SheetX = 334;
SheetY = 48;
}
//Down Left
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down) and sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
SheetX = 334;
SheetY = 191;
}
}
答案 0 :(得分:2)
您需要跟踪动画中的帧(sf :: IntRects列表)。并在两者之间存在某种延迟。更新后,只需在框架中移动并应用矩形即可。
struct Frame {
sf::IntRect rect;
double duration; // in seconds
};
class Animation {
std::vector<Frame> frames;
double totalLength;
double totalProgress;
sf::Sprite *target;
public:
Animation(sf::Sprite& target) {
this->target = ⌖
totalProgress = 0.0;
}
void addFrame(Frame&& frame) {
frames.push_back(std::move(frame));
totalLength += frame.duration;
}
void update(double elapsed) {
totalProgress += elapsed;
double progress = totalProgress;
for(auto frame : frames) {
progress -= (*frame).duration;
if (progress <= 0.0 || &(*frame) == &frames.back())
{
target->setTextureRect((*frame).rect);
break; // we found our frame
}
}
};
您可以这样使用:
sf::Sprite myCharacter;
// Load the image...
Animation animation(myCharacter);
animation.addFrame({sf::IntRect(x,y,w,h), 0.1});
// do this for as many frames as you need
// In your main loop:
animation.update(elapsed);
window.draw(myCharacter);