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我正在使用SDL2製作太陽系(只是太陽,地球和月球)的簡單遊戲/模擬。我使用浮點來表示地球相對於太陽的度數(即0度是東,90度明顯下降等)。當我試圖鎖定0到360之間的值時,它不起作用。浮動/雙比較在太陽系模擬中不起作用
我目前在90 fps時限制模擬,並希望每60秒1轉。
// The desired FPS and the number of milliseconds (ticks) between frame draws.
const int FPS = 90;
const int TICKS_PER_FRAME = 1000/FPS;
// The number of seconds it will take for Earth to make one revolution around the sun.
const int EARTH_REVOLUTION_IN_SECONDS = 1 * 60;
// Number of degrees per millisecond for the Earth.
const float EARTH_DEGREES_PER_MILLISECOND = (float)EARTH_REVOLUTION_IN_SECONDS/360000.0f;
我把地球放在距離太陽約三分之一高度的電腦屏幕上,以0.0度開始地球,並啓動一個計時器。
// The distance from the Sun's center to the Earth's center. This will be
// a quarter of the screen height (presumed to be the smaller dimension).
int distSunToEarth = resolution_y * 0.3;
// Starting degrees of Earth relative to the Sun. 0.0 degrees is East.
float earthDegrees = 0.0f;
// Amount of time between now and the last frame draw.
Uint32 deltaTime = 0;
// The start time. No frames have been drawn yet.
Uint32 startedTime = SDL_GetTicks();
// Set current time to the started time.
Uint32 currentTime = startedTime;
在主循環開始時,我檢查已經通過的時間量是否大於應該在幀之間的時間量。
// Get the current time in milliseconds.
currentTime = SDL_GetTicks();
// Calculate how much time has passed since the last frame draw.
deltaTime = currentTime - startedTime;
// If the amount of time that has passed is greater than our desired
// delay between frames, draw the next frame.
if (deltaTime > TICKS_PER_FRAME) {
/* Draw Frame */
}
這是繪製和移動地球的邏輯。 earthDegrees應該保持在0到360之間,但它不會。但是代碼仍然報告它在這些值內。
/* Earth */
// Determine the center of the Earth. Start from the Sun's center and calculate the
// x and y values relative to it using Soh-Cah-Toa (Yay, trigonometry!). The degrees must
// be converted to radians using <degrees> * PI/180.
int earthCenterX = backgroundCenterX + (distSunToEarth * cos(earthDegrees * M_PI/180));
int earthCenterY = backgroundCenterY + (distSunToEarth * sin(earthDegrees * M_PI/180));
// Determine the x and y values needed to center the Earth sprite at the above coordinates.
int earthSpriteX = earthCenterX - (earthSpriteSheet.GetClipWidth()/2);
int earthSpriteY = earthCenterY - (earthSpriteSheet.GetClipHeight()/2);
// Render the next frame.
earthSpriteSheet.RenderNextFrame(earthSpriteX, earthSpriteY);
// Move the Earth aroudn the Sun. Multiply the number of milliseconds that
// have passed by the number of degrees the Earth moves per millisecond.
earthDegrees += ((float)deltaTime * EARTH_DEGREES_PER_MILLISECOND);
//printf("degrees: %f.\n", (float)deltaTime * EARTH_DEGREES_PER_MILLISECOND);
//printf("earthDegrees: %f.\n\n", earthDegrees);
// If the degrees become negative, loop back to 360.
//
// e.g. if earthDegrees become -2.5 degrees, the new degrees would be:
// 360 deg - abs(-2.5 deg) => 357.5 deg.
if (earthDegrees < 0.0)
{
printf("Less than 0.0");
earthDegrees = 360.0f - abs(earthDegrees);
}
// Else if the Earth becomes greater than 2PI, round back to 0.
//
// e.g. if degrees become 362.5, the new degrees would be:
// 362.5 deg - 360 deg => 2.5 deg.
else if (earthDegrees > 360.0f)
{
printf("Greater than 360.0");
earthDegrees = earthDegrees - 360.0;
}
else if (earthDegrees >= 0.0f && earthDegrees <= 360.0f)
{
printf("Between 0 and 360\n");
}
printf("earthDegrees: %d.\n", earthDegrees);
/*
...
Render code
...
*/
// Reset the started time and current time to now.
startedTime = SDL_GetTicks();
currentTime = startedTime;
// Reset the change in time to 0.
deltaTime = 0;
這是代碼的輸出。儘管earthDegrees不在0和360之內,但檢查它是否在0到360之間的else-if語句的計算結果爲true。
我在做什麼錯?
似乎這是問題...我的土精靈是不動的,但至少度顯然改變。謝謝。 – Qwurticus
這是否真的回答了這個問題?發佈的問題聽起來不像輸出格式問題。另外,爲'printf'使用不正確的格式說明符是未定義的行爲。最好使用'std :: cout',你不會陷入這種麻煩。 – PaulMcKenzie