在保龄球比赛中,一旦按下一个键,就移动一个球

Move a ball in bowling game once a key is pressed

本文关键字:移动 一个 保龄球 下一个      更新时间:2023-10-16

我一直在用C++处理保龄球游戏。

我只想要一件事,我只想在按下一个键并且碗平稳移动时移动球(不像现在那样,它通过按下并按住UP-key来移动)。

这是代码:-

#include <GL/glut.h>
#include <cmath>
GLfloat posX = 0.07, posY = 0.1, posZ = 0.0,
firstx1 = 0.02, firsty1 = 0.3, firstx2 = 0.07, firsty2 = 0.3, firstx3 = 0.11, firsty3 = 0.3,
secondx1 = -0.16, secondy1 = 0.3, secondx2 = -0.21, secondy2 = 0.3, secondx3 = -0.27, secondy3 = 0.3,
thirdx1 = 0.3, thirdy1 = 0.3, thirdx2 = 0.35, thirdy2 = 0.3, thirdx3 = 0.4, thirdy3 = 0.3;

double x, y, angle;
#define PI 3.1415926535898
GLint circle_points = 50;
void bottle() {
    glColor3f(0.0, 0.0, 1.0);
    glPointSize(9.0);
    glBegin(GL_POINTS);
    glVertex3f(firstx1, firsty1, 0.0);
    glVertex3f(firstx2, firsty2, 0.0);
    glVertex3f(firstx3, firsty3, 0.0);
    glVertex3f(secondx1, secondy1, 0.0);
    glVertex3f(secondx2, secondy2, 0.0);
    glVertex3f(secondx3, secondy3, 0.0);
    glVertex3f(thirdx1, thirdy1, 0.0);
    glVertex3f(thirdx2, thirdy2, 0.0);
    glVertex3f(thirdx3, thirdy3, 0.0);
    glEnd();
    glFlush();
}
void circ() {
    glColor3f(0.0, 0.0, 1.0);
    glBegin(GL_TRIANGLE_FAN);
    for (int i = 0; i <= 300; i++) {
        angle = 2 * PI * i / 300;
        x = cos(angle) / 25;
        y = sin(angle) / 20;
        glVertex2d(x, y);
    }
    glEnd();
}
void display() {
    glClearColor(1.0, 1.0, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glPushMatrix();
    bottle();
    glPopMatrix();
    glPushMatrix();
    glTranslatef(posX, posY, posZ);
    circ();
    glPopMatrix();
    glutSwapBuffers();
}
float move_unit = 0.01;
void keyboardown(int key, int x, int y) {
    switch (key) {
    case GLUT_KEY_RIGHT:
        posX += 0.3;
        break;
    case GLUT_KEY_LEFT:
        posX -= 0.3;
        break;
    case GLUT_KEY_UP:
        posY += move_unit;
        break;
    case GLUT_KEY_DOWN:
        posY -= move_unit;
        break;
    default:
        break;
    }
    if ((posX >= firstx1 && posX <= firstx3)
            && (posY == firsty1 && posY == firsty2 && posY == firsty3)) {
        firstx1 += 0.02;
        firsty1 += 0.03;
        firstx2 += -0.06;
        firsty2 += 0.02;
        firstx3 += 0.03;
        firsty3 += 0.05;
    }
    if ((posX <= secondx1 && posX >= secondx3)
                && (posY == secondy1 && posY == secondy2 && posY == secondy3)) {
            secondx1 += 0.02;
            secondy1 += 0.02;
            secondx2 += -0.06;
            secondy2 += 0.02;
            secondx3 += 0.03;
            secondy3 += 0.05;
        }
    if ((posX >= thirdx1 && posX <= thirdx3)
                && (posY == thirdy1 && posY == thirdy2 && posY == thirdy3)) {
            thirdx1 += 0.02;
            thirdy1 += 0.03;
            thirdx2 += -0.07;
            thirdy2 += 0.02;
            thirdx3 += 0.03;
            thirdy3 += 0.05;
        }
    glutPostRedisplay();
}
int main(int argc, char** argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(500, 300);
    glutInitWindowPosition(150,250);
    glutCreateWindow("Balling Game");
    glutDisplayFunc(display);
    glutSpecialFunc(keyboardown);
    glutMainLoop();
}

您正依靠键盘侦听器线程来完成您的工作。您需要创建一个位置更新线程,并缓存您收到的最后一个移动命令。更新线程将需要定期运行(例如每秒60次),并每次更新球的当前位置。

最好的方法是使程序更加面向对象。然后你会有一个"绘制"线程,它只是查看场景中对象的状态。它会询问Ball对象的当前位置。球将根据其速度(方向加速度)、自上次速度变化以来经过的时间以及上次速度变化发生的位置来知道它在哪里。

不过,对于第一步,只需存储最后按下的方向,并定期更新位置。