我搜索了这个主题,发现使用sf::Clock
来实现帧独立更新(使用deltaTime
)可以帮助解决它。然而,即使在添加桨后,桨运动也会有一些停顿。另一方面,当我将整个Playing
的情况转移到event polling loop
而不使用deltatime
时,游戏似乎运行顺利。无法顺利移动SFML
如何去使用sf::Clock
正常在我的代码?为什么我的游戏,似乎当我甚至不用deltatime
的Playing
情况下,事件池循环转移到平稳运行?
游戏初始化:
void Game::start() {
if (_gameState != Uninitialized) {
return;
}
//Creating window
_mainWindow.create(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32), "Pong");
_gameState = ShowingMenu;
//Adding game entities to the manager
VisibleGameObject *paddle1 = new PlayerPaddle("Player1", 1.0f, sf::Keyboard::Key::Up, sf::Keyboard::Key::Down);
VisibleGameObject *paddle2 = new PlayerPaddle("Player2", 1.0f, sf::Keyboard::Key::W, sf::Keyboard::Key::S);
VisibleGameObject *background = new Background("Background", 0.0f);
paddle1 -> setPosition(SCREEN_WIDTH - (paddle1 -> getWidth()), 0);
paddle2->setPosition(0, 0);
manager.addObject(paddle1);
manager.addObject(paddle2);
manager.addObject(background);
//Starting Clock
deltaTime = 0.0f;
frameClock.restart();
while (!isExiting()) {
gameLoop();
}
_mainWindow.close();
}
游戏循环:
void Game::gameLoop()
{
static bool firstPass = true;
sf::Event currentEvent;
//Event loop
while(_mainWindow.pollEvent(currentEvent) || firstPass)
{
if (firstPass) {
currentEvent = sf::Event();
currentEvent.type = sf::Event::GainedFocus;
firstPass = false;
}
if (currentEvent.type == sf::Event::Closed)
{
_gameState = Exiting;
}
switch (_gameState)
{
case ShowingMenu:
{
showingMenu();
break;
}
case Paused:
{
break;
}
default:
break;
}
}
//Extracting deltaTime to update game logic
deltaTime = frameClock.restart().asSeconds();
if(_gameState == Playing)
{
manager.updateAllLayers(deltaTime);
manager.drawAllLayers(_mainWindow);
_mainWindow.display();
}
}
桨更新逻辑:
void PlayerPaddle::update(const float & elapsedTime)
{
sf::Vector2f currentPos = getPosition();
float displacement = 0.0f;
if (sf::Keyboard::isKeyPressed(controls.up))
{
displacement = -speed * elapsedTime;
}
else if (sf::Keyboard::isKeyPressed(controls.down))
{
displacement = speed * elapsedTime;
}
if (displacement + currentPos.y < 0.0f)
{
setPosition(currentPos.x, 0.0f);
return;
}
else if (displacement + currentPos.y + getHeight() > Game::SCREEN_HEIGHT)
{
setPosition(currentPos.x, Game::SCREEN_HEIGHT - getHeight());
return;
}
setPosition(currentPos.x, currentPos.y + displacement);
}
,然后你传递给Update函数的值是多少? –
@DenisErmolin 1 –
@KaranJoisher firstPass多久出现一次?你能显示代码吗? –