Reputation: 321
I am creating a simple game to move a sprite using keyboard buttons (ASDW) and I am using OOP principles in my code. Everything seems fine and there's no syntax error but when I run the code the sprite is not moving at all.
here is a piece of my code for controlling keyboard event:
void Game::proccessEvent()
{
sf::Event event;
while (mWindow.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
mWindow.close();
break;
case sf::Event::KeyPressed:
handlePlayerInput(event.key.code, true);
break;
case sf::Event::KeyReleased:
handlePlayerInput(event.key.code, true);
break;
default:
break;
}
}
}
I also pasted my whole code in this link: https://pastebin.com/N9EH9yLi
Can anyone please help me out of this? I am confused.
Upvotes: 2
Views: 261
Reputation: 1013
I took a look at your code and found a few issues.
Game
object member variables, specifically the boolean flags determining to move up, down, left, or right.const float playerSpeed = 0.1f;
It's made even less noticeable because your code is multiplying the delta time of 1/60th of a second which results in an almost unnoticeable value. I changed the value to 100.f just to verify that it works.handlePlayerInput(event.key.code, true);
to handlePlayerInput(event.key.code, false);
, i.e., disable movement in that direction when that key is released.#include <SFML/Graphics.hpp>
#include <iostream>
class Game
{
public:
Game();
void run();
private:
void proccessEvent();
void update(sf::Time deltaTime);
void render();
void handlePlayerInput(sf::Keyboard::Key key, bool isPressed);
private:
const float playerSpeed = 100.f;
const sf::Time TimePerFrame = sf::seconds(1.0f / 60.0f);
sf::RenderWindow mWindow;
sf::Keyboard::Key key;
sf::Texture texture;
sf::RectangleShape rect;
bool isPressed;
bool mIsMovingUp;
bool mIsMovingDown;
bool mIsMovingRight;
bool mIsMovingLeft;
};
Game::Game()
: //Make sure to initialize member variables.
playerSpeed(100.f),
TimePerFrame(sf::seconds(1.f / 60.f)),
mWindow(sf::VideoMode(640, 480), "SFML Application"),
key(sf::Keyboard::Unknown),
isPressed(false),
mIsMovingUp(false),
mIsMovingDown(false),
mIsMovingRight(false),
mIsMovingLeft(false)
{
// rect.setTexture(texture);
rect.setFillColor(sf::Color::Red);
rect.setSize(sf::Vector2f(20.0f, 20.0f));
}
void Game::run()
{
sf::Clock clock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
while (mWindow.isOpen())
{
proccessEvent();
sf::Time elapsedTime = clock.restart();
timeSinceLastUpdate += elapsedTime;
while (timeSinceLastUpdate > TimePerFrame)
{
timeSinceLastUpdate -= TimePerFrame;
proccessEvent();
update(TimePerFrame);
}
render();
}
}
void Game::proccessEvent()
{
sf::Event event;
while (mWindow.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
mWindow.close();
break;
case sf::Event::KeyPressed:
handlePlayerInput(event.key.code, true);
break;
case sf::Event::KeyReleased:
handlePlayerInput(event.key.code, false);
break;
default:
break;
}
}
}
void Game::update(sf::Time deltaTime)
{
sf::Vector2<float> movement(0.0f, 0.0f);
if (mIsMovingUp)
{
movement.y -= playerSpeed;
}
else if (mIsMovingDown)
{
movement.y += playerSpeed;
}
if (mIsMovingRight)
{
// You were subtracting to move right, add instead.
movement.x += playerSpeed;
}
else if (mIsMovingLeft)
{
movement.x -= playerSpeed;
}
rect.move(movement * deltaTime.asSeconds());
}
void Game::render()
{
//if (!texture.loadFromFile("/Users/tahajalili/Desktop/Eagle.png"))
//{
// std::cout << "Error occured" << std::endl;
//}
mWindow.clear();
mWindow.draw(rect);
mWindow.display();
}
void Game::handlePlayerInput(sf::Keyboard::Key key, bool isPressed)
{
if (key == sf::Keyboard::W)
{
mIsMovingUp = isPressed;
}
else if (key == sf::Keyboard::S)
{
mIsMovingDown = isPressed;
}
else if (key == sf::Keyboard::D)
{
mIsMovingRight = isPressed;
}
else if (key == sf::Keyboard::A)
{
mIsMovingLeft = isPressed;
}
}
int main(int, char const**)
{
Game game;
game.run();
}
I'm not sure if you are intentionally used key events to move a sprite, but a better and simpler alternative would be to call sf::Keyboard::isKeyPressed
every update instead of keeping track of boolean variables that depend upon events.
Upvotes: 2