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c# - F# 游戏开发 : Modifying state variables

转载 作者:太空狗 更新时间:2023-10-30 00:52:18 25 4
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open SFML.Graphics
open SFML.Window

let window = new RenderWindow(new VideoMode(200u, 200u), "SFML works!")
let shape = new CircleShape(10.0f, FillColor=Color.Green)
let mutable pressedKey = Keyboard.Key.Unknown

let moveKeys = [ Keyboard.Key.Up; Keyboard.Key.Left;
Keyboard.Key.Down; Keyboard.Key.Right ]

let keyPress (e : KeyEventArgs) =
match e.Code with
| moveKeys -> pressedKey <- e.Code
| _ -> pressedKey <- Keyboard.Key.Unknown

let keyRelease (e : KeyEventArgs) =
let pressedKeys = List.filter (fun key -> Keyboard.IsKeyPressed(key)) moveKeys
if pressedKeys.IsEmpty then pressedKey <- Keyboard.Key.Unknown
else pressedKey <- pressedKeys.Head

window.Closed.Add(fun evArgs -> window.Close())
window.KeyPressed.Add(keyPress)
window.KeyReleased.Add(keyRelease)

while window.IsOpen() do
match pressedKey with
| Keyboard.Key.Up -> shape.Position <- new Vector2f(shape.Position.X, shape.Position.Y - 0.1f)
| Keyboard.Key.Left -> shape.Position <- new Vector2f(shape.Position.X - 0.1f, shape.Position.Y)
| Keyboard.Key.Down -> shape.Position <- new Vector2f(shape.Position.X, shape.Position.Y + 0.1f)
| Keyboard.Key.Right -> shape.Position <- new Vector2f(shape.Position.X + 0.1f, shape.Position.Y)
| _ -> ()

window.DispatchEvents()
window.Clear()
window.Draw(shape)
window.Display()

在上面的代码示例中,我创建了一个圆圈,并通过按箭头键让它四处移动。所讨论的状态变量是圆的位置,由 Vector2f 对象(SFML 库的一部分)表示

我的问题与代码段的末尾有关,我在那里找到按下的键,然后移动圆圈。从 C# 背景来看,我的这部分代码似乎很糟糕。

在 C# 中,我只需执行以下操作:

switch (pressedKey) {
case Keyboard.Key.Up:
shape.Position.Y -= 0.1f;
// etc, etc
}
  1. 创建这些新的 Vector2f 对象是否会导致不必要的与我修改状态变量的方式相比的开销C#?

  2. 有更好的方法吗?

最佳答案

1) 这是一个性能问题,总是针对具体情况。在这种情况下,答案是否定的。如果你在一个循环中对 10,000 个对象执行此操作,那么是的,使用可变数据。一般来说,使事物不可变可以让您更轻松地对其行为做出非常重要的假设。

2) 这是您可以使用此代码的可能方向。

open SFML.Graphics
open SFML.Window
open System

type HandleKeyboard(window : RenderWindow) =
let mutable keyState = Set.empty

let keyPressedHandle =
window.KeyPressed.Subscribe(fun key ->
keyState <- keyState.Add key.Code)

let keyReleasedHandle =
window.KeyReleased.Subscribe(fun key ->
keyState <- keyState.Remove key.Code)

let validMovementKey (keyPress : Keyboard.Key) =
match keyPress with
| Keyboard.Key.Up
| Keyboard.Key.Left
| Keyboard.Key.Down
| Keyboard.Key.Right -> true
| _ -> false

let keyToMovement (keyPress : Keyboard.Key) =
match keyPress with
| Keyboard.Key.Up -> Vector2f( 0.0f, -0.1f)
| Keyboard.Key.Left -> Vector2f(-0.1f, 0.0f)
| Keyboard.Key.Down -> Vector2f( 0.0f, 0.1f)
| Keyboard.Key.Right -> Vector2f( 0.1f, 0.0f)
| _ -> Vector2f(0.0f, 0.0f)

member this.IsKeyPressed (key : Keyboard.Key) =
keyState |> Set.contains key

member this.GetMovement () =
keyState
|> Set.filter validMovementKey
|> Seq.map keyToMovement
|> Seq.fold (+) (Vector2f(0.0f, 0.0f))

interface IDisposable with
member this.Dispose() =
keyPressedHandle.Dispose()
keyReleasedHandle.Dispose()

type SomeState = {
position : Vector2f;
}

let startGame() =
use window = new RenderWindow(VideoMode(200u, 200u), "SFML works!")
use shape = new CircleShape(10.0f, FillColor = Color.Green)
use keyboard = new HandleKeyboard(window)

window.Closed.Add(fun evArgs -> window.Close())

let rec mainLoop state =
window.DispatchEvents()

if keyboard.IsKeyPressed Keyboard.Key.Escape then
window.Close()

let newPosition = state.position + keyboard.GetMovement()
shape.Position <- newPosition

if window.IsOpen() then
window.Clear()
window.Draw(shape)
window.Display()

mainLoop {position = newPosition}

mainLoop {position = Vector2f(0.0f, 0.0f)}

startGame()

关于c# - F# 游戏开发 : Modifying state variables,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22072603/

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