目前我有这个player.cpp课程,我正在使用我的精灵动画.我正在使用计数器来更新每一帧.它动画,但它通过动画飞行.
我想放慢速度.我找到了可以用来减慢精灵动画的代码,但我不确定如何将它实现到我当前的程序中.
下面是我的player.cpp文件,然后是我发现可以减慢精灵动画的代码.当我试图添加一个时钟时counterWalking++它根本没有动画,我已经尝试实现这个代码同样的效果.
player::player()
{
rect.setSize(sf::Vector2f(32, 32));
rect.setFillColor(sf::Color::White);
rect.setPosition(300, 300);
sprite.setTextureRect(sf::IntRect(0, 0, 32, 32));
}
void player::update()
{
sprite.setPosition(rect.getPosition());
}
void player::updateMovement()
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
if (canMoveRight == true) {
rect.move(movementSpeed, 0);
sprite.setTextureRect(sf::IntRect(counterWalking * 32, 64, 32, 32));
direction = 4;
canMoveUp = true;
canMoveDown = true;
canMoveLeft = true;
canMoveRight = true;
}
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
if (canMoveLeft == true) {
rect.move(-movementSpeed, 0);
sprite.setTextureRect(sf::IntRect(counterWalking * 32, 32, 32, 32));
direction …Run Code Online (Sandbox Code Playgroud) 这是我当前使用的着色器。它通过缓慢降低不透明度来淡化对象。我想褪成紫色。如何才能做到这一点?
着色器.frag:
uniform sampler2D texture;
uniform float opacity;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
gl_FragColor = pixel * vec4(1.0, 1.0, 1.0, opacity);
}
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着色器.vert:
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
}
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Shader在main函数中的应用:
sf::Shader shader;
if (!shader.loadFromFile("shader.vert", "shader.frag"))
return EXIT_FAILURE;
float opacity = 1.0; //transparency of shader
shader.setParameter("texture", sf::Shader::CurrentTexture); //shader.vert
shader.setParameter("opacity", opacity); //shader.frag
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///////////////////////////////////////////////////////
//Delete Text Display
counter1 = 0;
for (iter8 = textDisplayArray.begin(); iter8 != textDisplayArray.end(); iter8++)
{ …Run Code Online (Sandbox Code Playgroud)