如何使我的「遊戲」拍攝2個關鍵輸入,例如,如果用戶點擊w並且他向右上移動。 順便說一句,變量eventCheck
是Event
對象以sfml拍攝2個鍵盤輸入
這裏是我當前的代碼(當然不是全部代碼只是事件代碼):
while (window.isOpen()) {
Event eventCheck;
while (window.pollEvent(eventCheck)) {
switch (eventCheck.type) {
case Event::Closed:
window.close();
break;
case Event::KeyPressed:
switch (eventCheck.key.code) {
case Keyboard::W:
if (Keyboard::isKeyPressed(Keyboard::A)) {
const Vector2f spritePos = sprite.getPosition();
sprite.setPosition(spritePos.x, spritePos.y - 5);}
break;
case Keyboard::A:
if (Keyboard::isKeyPressed(Keyboard::A)) {
const Vector2f spritePos = sprite.getPosition();
sprite.setPosition(spritePos.x - 5, spritePos.y);}
break;
case Keyboard::S:
if (Keyboard::isKeyPressed(Keyboard::S)) {
const Vector2f spritePos = sprite.getPosition();
sprite.setPosition(spritePos.x, spritePos.y + 5);}
break;
case Keyboard::D:
if (Keyboard::isKeyPressed(Keyboard::D)) {
const Vector2f spritePos = sprite.getPosition();
sprite.setPosition(spritePos.x + 5, spritePos.y);}
break;
}
}
break;
}
window.clear(Color(0,0,0,255));
window.draw(sprite);
window.display();
}
return 0;
'SF ::鍵盤:: isKeyPressed'是獨立事件。你可以在你的主循環中調用它。 – Gambit