2016-12-06 92 views
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我对SFML和C++非常新颖。我的问题是我成功地向老鼠发射了炮弹。但是当我移动鼠标时,射弹也会移动。SFML:子弹停止

编辑:

好吧我解决了我以前的问题。然而,弹丸在到达鼠标位置时停止。子弹如何继续比目的地更远?

代码:

if (isFiring == true) { 

     sf::Vector2f startPos = sf::Vector2f(myPipe.getX(), myPipe.getY()); 
     sf::Vector2i mousePos = sf::Mouse::getPosition(window); 
     sf::Vector2f endPos = sf::Vector2f(mousePos.x, mousePos.y); 

     double projSpeed{0.3}; 
     //float projSpeed = projSpeed * (myPipe.getY() - mousePos.y)/100; 
     Projectile newProjectile(20, startPos, endPos, projSpeed); 
     projVec.push_back(newProjectile); 
     isFiring = false; 
    } 

    for (int i = 0; i < projVec.size(); i++) { 

     projVec[i].fire(delta.asMilliseconds()); 
     projVec[i].draw(window); 
     clock.restart(); 

    } 

防火功能:

void fire(float delta) { 
    sf::Vector2f pos = projectile.getPosition(); 
    float veloX = (_end.x - pos.x); 
    float veloY = (_end.y - pos.y); 
    float distance = sqrt((veloX*veloX + veloY * veloY)); 

    float dx = veloX/distance; 
    float dy = veloY/distance; 
    projectile.move(dx * delta, dy * delta); 
} 

还有一个问题,我在做它用增量乘以是否正确?子弹真的很渺茫和怪异。

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顺便说一句,你可以写'为(自动凸出:projVec)',而不是'的for(int i = 0 ...'等,并然后使用'proj'而不是'projVec [i]' –

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谢谢,我现在试着这样做,但所有发生的事情是,弹丸卡在开始。超级怪异!:S – sockevalley

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你的激发码有绘图代码。这不是很好,请保持关注分开,你在哪里移动射弹一旦被解雇?你能发布一个[mcve]吗? – nvoigt

回答

1

(原答复:)

我没有足够的信誉发表评论,因此我得把它放在这儿......

所以,如果我理解正确的话,你是说你想要朝着鼠标的位置射击弹丸,但不希望它们一旦被解雇就追随它的位置?在这种情况下:

我看到你有代码在那个for-loop里面画出射弹,这让我相信你正在不断地调用循环。但是同样的循环也包含用于射弹的代码,这意味着你也在不断地调用这个“火”代码。因此,您在每次循环迭代中将射弹转向当前鼠标位置,这意味着它们将始终遵循当前鼠标位置。

你应该做的是移动代码来拍摄投射物并且只调用一次(你只能投射一次投射物,对吗?)所以一个投射物的方向矢量不会经常改变,导致你陈述的问题。

并确保始终分离逻辑和渲染。理想情况下,您应该以固定的时间间隔更新物理(例如弹丸更新),以便游戏在所有机器上运行相同,并分别绘制所有东西。

如果你想在弹丸始终跟随鼠标,你可以使用这个(半伪)代码(我用我的游戏之一这段代码):

sf::Vector2f normalizedVector = normalize(mousePos - projectilePos); 
normalizedVector.x *= speed * deltaTime; 
normalizedVector.y *= speed * deltaTime; 

projectile.move(normalizedVector); 

(编辑:)

我做了一个快速的示例项目,工程。这并没有使用你的所有代码,但希望能给你一个想法如何做。

下面是一个简短的视频显示什么下面的代码所做的:https://webmshare.com/play/jQqvd

的main.cpp

#include <SFML/Graphics.hpp> 

#include "projectile.h" 

int main() { 
    const sf::FloatRect viewRect(0.0f, 0.0f, 800.0f, 600.0f); 

    sf::RenderWindow window(sf::VideoMode(viewRect.width, viewRect.height), "Test"); 
    window.setFramerateLimit(120); 
    window.setVerticalSyncEnabled(false); 
    window.setKeyRepeatEnabled(false); 

    sf::Clock deltaClock; 
    const sf::Time timePerFrame = sf::seconds(1.0f/60.0f); 
    sf::Time timeSinceLastUpdate = sf::Time::Zero; 

    std::vector<Projectile> projectiles; 

    while (window.isOpen()) { 

    timeSinceLastUpdate += deltaClock.restart(); 

    // process events 
    { 
     sf::Event evt; 
     while (window.pollEvent(evt)) { 
     switch (evt.type) { 
      case sf::Event::Closed: { window.close(); } break; 
      // shoot with left mouse button 
      case sf::Event::MouseButtonPressed: { switch (evt.mouseButton.button) { case sf::Mouse::Button::Left: { 
      const sf::Vector2f center(viewRect.left + viewRect.width/2, viewRect.top + viewRect.height/2); 
      const sf::Vector2f mousePos(window.mapPixelToCoords(sf::Mouse::getPosition(window))); 
      const float angle = atan2(mousePos.y - center.y, mousePos.x - center.x); 
      projectiles.push_back(Projectile(center, angle)); 
      } break; default: {} break; } } break; 
      default: {} break; 
     } 
     } 
    } 

    // update 
    { 
     while (timeSinceLastUpdate > timePerFrame) { 
     timeSinceLastUpdate -= timePerFrame; 
     // update projectiles 
     { 
      for (std::size_t i = 0; i < projectiles.size(); ++i) { 
      Projectile &proj = projectiles[i]; 
      proj.update(timePerFrame); 
      if (!viewRect.intersects(proj.getBoundingBox())) { proj.destroy(); } 
      } 
      projectiles.erase(std::remove_if(projectiles.begin(), projectiles.end(), [](Projectile const &p) { return p.getCanBeRemoved(); }), projectiles.end()); 
     } 
     } 
    } 

    // render 
    { 
     window.clear(); 
     for (std::size_t i = 0; i < projectiles.size(); ++i) { 
     window.draw(projectiles[i]); 
     } 
     window.display(); 
    } 

    } 

    return EXIT_SUCCESS; 
} 

弹。H:

#ifndef PROJECTILE_H_INCLUDED 
#define PROJECTILE_H_INCLUDED 

#include <SFML/Graphics.hpp> 

class Projectile : public sf::Drawable { 
public: 
    Projectile(); 
    Projectile(const sf::Vector2f pos, const float angle); 
    virtual ~Projectile(); 

    const bool &getCanBeRemoved() const; 
    const sf::FloatRect &getBoundingBox() const; 

    void destroy(); 
    void update(const sf::Time dt); 

private: 
    virtual void draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const; 

    bool canBeRemoved_; 
    sf::FloatRect boundingBox_; 
    float angle_; 
    float speed_; 

    sf::RectangleShape shape_; 

}; 

#endif 

projectile.cpp:

#include "projectile.h" 

Projectile::Projectile() : 
    canBeRemoved_(true), 
    boundingBox_(sf::FloatRect()), 
    angle_(0.0f), 
    speed_(0.0f) 
{ 
} 

Projectile::Projectile(const sf::Vector2f pos, const float angle) { 
    canBeRemoved_ = false; 
    boundingBox_ = sf::FloatRect(pos, sf::Vector2f(10.0f, 10.0f)); 
    angle_ = angle; 
    speed_ = 0.5f; 

    shape_.setPosition(sf::Vector2f(boundingBox_.left, boundingBox_.top)); 
    shape_.setSize(sf::Vector2f(boundingBox_.width, boundingBox_.height)); 
    shape_.setFillColor(sf::Color(255, 255, 255)); 
} 

Projectile::~Projectile() { 
} 

const bool &Projectile::getCanBeRemoved() const { 
    return canBeRemoved_; 
} 

const sf::FloatRect &Projectile::getBoundingBox() const { 
    return boundingBox_; 
} 

void Projectile::destroy() { 
    canBeRemoved_ = true; 
} 

void Projectile::update(const sf::Time dt) { 
    boundingBox_.left += static_cast<float>(std::cos(angle_) * speed_ * dt.asMilliseconds()); 
    boundingBox_.top += static_cast<float>(std::sin(angle_) * speed_ * dt.asMilliseconds()); 
    shape_.setPosition(boundingBox_.left, boundingBox_.top); 
} 

void Projectile::draw(sf::RenderTarget &renderTarget, sf::RenderStates renderStates) const { 
    renderTarget.draw(shape_); 
} 
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感谢你的回答。我正在尝试让射弹朝鼠标方向发展,但不要按照鼠标一次开火。我也相信之前出现过某种更新失败。希望现在我的代码更结构化一点。 – sockevalley

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@sockevalley看到我的编辑 – user3881815

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Ty!我已经很简短地回顾了你的代码。首先想到的问题是,你如何让项目比鼠标更进一步? – sockevalley