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- #include <iostream>
- #include <SFML/Graphics.hpp>
- #include <SFML/System.hpp>
- #include <SFML/Window.hpp>
- class Game
- {
- public:Game();
- void run();
- private:
- void processEvents();
- void update(sf::Time deltaTime);
- void render();
- void handlePlayerInput(sf::Keyboard::Key key,bool isPressed);
- private:
- sf::RenderWindow mWindow;
- sf::CircleShape mPlayer;
- bool mIsMovingUp = false;
- bool mIsMovingDown = false;
- bool mIsMovingLeft = false;
- bool mIsMovingRight = false;
- float PlayerSpeed = 10.0f;
- sf::Time TimePerFrame = sf::seconds(1.f / 60.f);
- };
- Game::Game()
- : mWindow(sf::VideoMode(640, 480), "SFML Application")
- , mPlayer()
- {
- mPlayer.setRadius(40.f);
- mPlayer.setPosition(100.f, 100.f);
- mPlayer.setFillColor(sf::Color::Cyan);
- }
- void Game::handlePlayerInput(sf::Keyboard::Key key,bool isPressed)
- {
- if (key == sf::Keyboard::W)
- mIsMovingUp = isPressed;
- else if (key == sf::Keyboard::S)
- mIsMovingDown = isPressed;
- else if (key == sf::Keyboard::A)
- mIsMovingLeft = isPressed;
- else if (key == sf::Keyboard::D)
- mIsMovingRight = isPressed;
- }
- void Game::processEvents()
- {
- sf::Event event;
- while (mWindow.pollEvent(event))
- {
- switch (event.type)
- {
- case sf::Event::KeyPressed:
- handlePlayerInput(event.key.code, true);
- break;
- case sf::Event::KeyReleased:
- handlePlayerInput(event.key.code, false);
- break;
- case sf::Event::Closed:
- mWindow.close();
- break;
- }
- }
- }
- void Game::update(sf::Time deltaTime)
- {
- sf::Vector2f movement(0.f, 0.f);
- if (mIsMovingUp)
- movement.y -= PlayerSpeed;
- if (mIsMovingDown)
- movement.y += PlayerSpeed;
- if (mIsMovingLeft)
- movement.x -= PlayerSpeed;
- if (mIsMovingRight)
- movement.x += PlayerSpeed;
- mPlayer.move(movement * deltaTime.asSeconds());
- }
- void Game::run()
- {
- sf::Clock clock;
- sf::Time timeSinceLastUpdate = sf::Time::Zero;
- while (mWindow.isOpen())
- {
- processEvents();
- timeSinceLastUpdate += clock.restart();
- while (timeSinceLastUpdate > TimePerFrame)
- {
- timeSinceLastUpdate -= TimePerFrame;
- processEvents();
- update(TimePerFrame);
- }
- render();
- }
- }
- void Game::render()
- {
- mWindow.clear();
- mWindow.draw(mPlayer);
- mWindow.display();
- }
- int main()
- {
- Game game;
- game.run();
- }
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