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c++ - (SFML)按下键时播放器构造函数未更新为正确的动画

转载 作者:行者123 更新时间:2023-12-02 10:13:43 24 4
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当按下正确的对应键但只使用第 0 行动画时,我的 Sprite 向左、向右、向上和向下移动,但由于某些奇怪的原因,当我同时按下两个键时,例如 (W,A) 或 ( S, D) 是转移到它正在移动到哪一侧的相反动画。我尝试将指示动画更新的 if 语句移动到按键 if 语句中的嵌套 if 语句,但这没有任何好处,然后我尝试仅根据按键更新它而没有嵌套 if 语句,这也不起作用...我是 SFML 的新手,所以这真的让我很头疼,我也不介意批评,如果你看到我在 Sprite 运动方面可以做得更好的事情,请告诉我!谢谢你的帮助。
下面是我的播放器类构造函数

#include "Player.h"


Player::Player(Texture* texture, Vector2u imageCount, float switchTime, float speed) :
// initializer list from animation.cpp
animation(texture, imageCount, switchTime)
{
this->speed = speed;
row = 0;

body.setSize(Vector2f(100.0f, 150.0f));
body.setTexture(texture);
//sets initial position for test sprite sheet
body.setPosition(550.0f, 900.0f);
}

Player::~Player()
{
}

void Player::Update(float deltaTime)
{
Vector2f movement(0.0f, 0.0f);

if (Keyboard::isKeyPressed(Keyboard::A))
{
//if A is pressed move to the left on the x axis
movement.x -= speed * deltaTime;
}
if (Keyboard::isKeyPressed(Keyboard::D))
{
//if D is pressed move to the right on the x axis
movement.x += speed * deltaTime;
}
if (Keyboard::isKeyPressed(Keyboard::W))
{
// if W is pressed move up on the y axis
movement.y += speed * deltaTime;
}
if (Keyboard::isKeyPressed(Keyboard::S))
{
// if S is pressed move down on the y axis
movement.y -= speed * deltaTime;
}

if (movement.x == 0.0f || movement.y == 0.0f)//for idle animation
{
row = 0;//idle row for now just using walking until I get idle animation
}
else if(movement.x > 0.0f)
{
row = 1; //walking to the left animation
}
else if (movement.x < 0.0f )
{
row = 3; //walking to the right animation
}
else if (movement.y > 0.0f)
{
row = 0; // walking to stright animation
}
else if (movement.y < 0.0f)
{
row = 2;// walking back animation
}

animation.Update(row, deltaTime);
body.setTextureRect(animation.uvRect);
body.move(movement);

}
void Player::Draw(RenderWindow& window)
{
window.draw(body);
}
下面是我的播放器类初始化
#pragma once
#include <SFML/Graphics.hpp>
#include "Animation.h"
using namespace std;
using namespace sf;

class Player
{
public:
Player(Texture* texture, Vector2u imageCount, float switchTime, float speed);
~Player();

void Update(float deltaTime);
void Draw(RenderWindow& window);

private:
RectangleShape body;
Animation animation;
unsigned int row;
float speed;

};
在 Game while 循环和 Player 函数调用下方
    Player player(&playerTexture, Vector2u(9, 4), 0.09f, 100.0);

//*************************************************************
//clock & Time
float deltaTime = 0.0f;

Clock clock;



while (window.isOpen())
{

deltaTime = clock.restart().asSeconds();

//*********************************************************
//Player Input

if (Keyboard::isKeyPressed(Keyboard::Escape))
{
window.close();
}



//**********************************************************
//draws everything

player.Update(deltaTime);

window.clear();
window.draw(spritestartingBG);
player.Draw(window);
window.display();
}

return 0;
}

最佳答案

if (movement.x == 0.0f || movement.y == 0.0f)除非沿对角线移动,否则将是正确的——你可能想要 ||成为 &&。
同样,您的左/右动画是相反的——当 move.x 为 < 0.0,而不是 > 0.0 时,您正在向左移动。

关于c++ - (SFML)按下键时播放器构造函数未更新为正确的动画,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62631745/

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