通过使用对象数组对sfml进行动画处理

时间:2018-10-18 22:25:53

标签: c++ sfml

如何用此代码制作精灵动画?我知道我应该增加时间延迟,但是怎么做?我使用对象数组来快速改变它们。还是动画的非理性方式?

#include <SFML/Graphics.hpp>
#include <iostream>
using namespace std;
sf::RenderWindow window(sf::VideoMode(600, 400), "!!!");
void animation()
{
    sf::Texture arrayOfTexture[9];
    sf::Sprite imageOfLamp;
    arrayOfTexture[0].loadFromFile("1.png");
    arrayOfTexture[1].loadFromFile("2.png");
    arrayOfTexture[2].loadFromFile("3.png");
    arrayOfTexture[3].loadFromFile("4.png");
    arrayOfTexture[4].loadFromFile("5.png");
    arrayOfTexture[5].loadFromFile("6.png");
    arrayOfTexture[6].loadFromFile("7.png");
    arrayOfTexture[7].loadFromFile("8.png");
    arrayOfTexture[8].loadFromFile("9.png");
    for(;;)
    {
        for(int i= 0;i <=8;i++)
        {
            imageOfLamp.setTexture(arrayOfTexture[i]);
            window.draw(imageOfLamp);
        }
        for(int i =8;i >=0;i--)
        {
            imageOfLamp.setTexture(arrayOfTexture[i]);
            window.draw(imageOfLamp);
        }
    }
}

1 个答案:

答案 0 :(得分:0)

如评论中所述。对于动画,您需要捕获时间。否则您将无法计算每帧的持续时间。并且您需要将当前帧存储在变量中。我在下面的示例代码中添加了一些注释。它不再是一类,因为我认为我们这里需要一个运行的代码块。

另一种选择是Sprite Sheet,请参见https://www.gamefromscratch.com/post/2015/10/26/SFML-CPP-Tutorial-Spritesheets-and-Animation.aspx。我可以用Sprite Sheet重新编写答案,但是我想您想先了解动画的基本机制。请在对我的帖子的评论中指出这一点。

顺便说一句,如果您不习惯游戏循环,请看看https://gafferongames.com/post/fix_your_timestep/

#include <SFML/Graphics.hpp>

int main(){
  sf::RenderWindow renderWindow(sf::VideoMode(800, 600), "Color Animation");

  // Duration to control animation speed
  int currentFrame = 1;
  float duration = float();

  sf::Clock clock;
  sf::Event event;

  sf::Texture arrayOfTexture[9];
  arrayOfTexture[0].loadFromFile("1.png");
  arrayOfTexture[1].loadFromFile("2.png");
  arrayOfTexture[2].loadFromFile("3.png");
  arrayOfTexture[3].loadFromFile("4.png");
  arrayOfTexture[4].loadFromFile("5.png");
  arrayOfTexture[5].loadFromFile("6.png");
  arrayOfTexture[6].loadFromFile("7.png");
  arrayOfTexture[7].loadFromFile("8.png");
  arrayOfTexture[8].loadFromFile("9.png");

  // Assign basic texture to sprite
  sf::Sprite imageOfLamp;
  imageOfLamp.setTexture(arrayOfTexture[0]);

  while (renderWindow.isOpen()){
    // How much time since last loop?
    sf::Time dt = clock.restart();
    duration += dt.asSeconds();

    while (renderWindow.pollEvent(event)){
      //Handle events here
      if (event.type == sf::Event::EventType::Closed)
        renderWindow.close();
    }

    // Animation duration per frame (0.1f) reached
    if (duration > 0.1f){
      // Restart calculation of the duration
      duration = 0;

      // Loop through the animation frames
      if (currentFrame < 9){
        currentFrame += 1;
      } else {
        // Start from first frame if last frame reached
        currentFrame = 0;
      }
      imageOfLamp.setTexture(arrayOfTexture[currentFrame]);
    }

    // Clear render window and draw sprite
    renderWindow.clear(sf::Color::Black);
    renderWindow.draw(imageOfLamp);
    renderWindow.display();
  }
}