这一Part,我们会让球动起来!!! 在VisibleGameObject.h的public部分
//获取精灵对象的宽virtual float GetWidth() const;//获取精灵对象的高virtual float GetHeight() const;//获取精灵对象的矩形区域virtual sf::RectGetBoundingRect() const;
VisibleGameObject.cpp
float VisibleGameObject::GetHeight() const{ return _sprite.getLocalBounds().height;}float VisibleGameObject::GetWidth() const{ return _sprite.getLocalBounds().width;}sf::RectVisibleGameObject::GetBoundingRect() const{ return _sprite.getGlobalBounds();}
接下来回到Game类补充一个函数,Game.h的public部分
const static GameObjectManager& GetGameObjectManager();
Game.cpp中的实现
const GameObjectManager& Game::GetGameObjectManager(){ return Game::_gameObjectManager;}
最后就是我们的压轴嘉宾——GameBall类,代码有点长,GameBall.h
#pragma once#include "visiblegameobject.h"//继承自VisibleGameObjectclass GameBall : public VisibleGameObject{public: GameBall(); virtual ~GameBall(); void Update(float); //更新弹球属性状态private: float _velocity; //速度 float _angle; //移动的方向 float _elapsedTimeSinceStart; //游戏总时间 float LinearVelocityX(float angle); //水平线速度 float LinearVelocityY(float angle); //垂直线速度};
GameBall.cpp
View Code
#include "StdAfx.h"#include "GameBall.h"#include "Game.h"GameBall::GameBall() : _velocity(230.0f), _elapsedTimeSinceStart(0.0f){ //assert方法作用:括号里面的表达式必须返回true,若返回false则会出现系统错误 Load("images/ball.png"); assert(IsLoaded()); GetSprite().setOrigin(15,15); //设置弹球的移动方向为1到360之间的随机值 _angle = std::rand() % 360 + 1; //_angle = (float)(sf::Randomizer::Random(0,360);}GameBall::~GameBall(){}void GameBall::Update(float elapsedTime){ _elapsedTimeSinceStart += elapsedTime; // 设置弹球在开始游戏3秒后才开始更新 if(_elapsedTimeSinceStart < 3.0f) return; //弹球每帧的移动距离 float moveAmount = _velocity * elapsedTime; //水平位移 float moveByX = LinearVelocityX(_angle) * moveAmount; //垂直位移 float moveByY = LinearVelocityY(_angle) * moveAmount; //当弹球碰撞到屏幕两边时的处理 if(GetPosition().x + moveByX <= 0 + GetWidth()/2 || GetPosition().x + GetHeight()/2 + moveByX >= Game::SCREEN_WIDTH) { //调整方向以及更改水平位移使其反弹 _angle = 360.0f - _angle; if(_angle > 260.0f && _angle < 280.0f) _angle += 20.0f; if(_angle > 80.0f && _angle < 100.0f) _angle += 20.0f; moveByX = -moveByX; } //获取玩家弹板 PlayerPaddle* player1 = dynamic_cast(Game::GetGameObjectManager().Get("Paddle1")); if(player1 != NULL) { //存储玩家弹板的矩形区域 sf::Rect p1BB = player1->GetBoundingRect(); //检测玩家弹板的矩形区域与弹球的矩形区域是否有重叠 //有则表示发生了碰撞,然后处理相关反弹的细节 if(p1BB.intersects(GetBoundingRect())) { _angle = 360.0f - (_angle - 180.0f); if(_angle > 360.0f) _angle -= 360.0f; moveByY = -moveByY; // 确保弹球不会跑到弹板的矩形区域内 if(GetBoundingRect().width > player1->GetBoundingRect().top) { SetPosition(GetPosition().x,player1->GetBoundingRect().top - GetWidth()/2 -1 ); } float playerVelocity = player1->GetVelocity(); //当弹板向左移动时 if(playerVelocity < 0) { //使弹球角度减少 _angle -= 20.0f; if(_angle < 0 ) _angle = 360.0f - _angle; } else if(playerVelocity > 0) { _angle += 20.0f; if(_angle > 360.0f) _angle = _angle - 360.0f; } //每次碰撞弹板都使弹球速度增加 _velocity += 5.0f; } //当弹球碰撞到屏幕上方则令其反弹 if(GetPosition().y - GetHeight()/2 <= 0) { _angle = 180 - _angle; moveByY = -moveByY; } //当弹球落到比弹板低的地方则重置弹球 if(GetPosition().y + GetHeight()/2 + moveByY >= Game::SCREEN_HEIGHT) { GetSprite().setPosition(Game::SCREEN_WIDTH/2, Game::SCREEN_HEIGHT/2); _angle = std::rand() % 360 + 1; _velocity = 220.0f; _elapsedTimeSinceStart = 0.0f; } //弹球的移动函数 GetSprite().move(moveByX,moveByY); }}float GameBall::LinearVelocityX(float angle){ angle -= 90; if (angle < 0) angle = 360 + angle; return (float)std::cos( angle * ( 3.1415926 / 180.0f ));}float GameBall::LinearVelocityY(float angle){ angle -= 90; if (angle < 0) angle = 360 + angle; return (float)std::sin( angle * ( 3.1415926 / 180.0f ));}
至此如无意外你将得到像下图那样游戏,赶快按F5试试吧~~~~~