SDL遊戲開發之七-虛擬搖桿

當下的智能機除了音量鍵、Home鍵外,幾乎沒有多餘的按鍵,因而有一部分遊戲提供了虛擬搖桿。

SDL2.x並沒有提供虛擬搖桿相關的代碼,不過實現起來並不算困難;虛擬搖桿包括繪圖和事件處理:前者提供視覺效果,後者則捕獲事件並作出響應。

示例結果如下:

圖1-虛擬搖桿演示程序

 本示例中大約有四個類:

  1. Game類 主要包含了初始化、事件處理、紋理繪製等功能,是本示例的核心類;
  2. Player類 玩家類,搖桿控制玩家進行移動,主要負責顯示;
  3. ShotStick類 虛擬搖桿類,接收事件並處理事件;
  4. TextureManager類 紋理管理單例類,負責加載紋理,並把圖片按照鍵值對保存。

 在SDL遊戲開發之六-簡單的SDL程序一節中,有對Game類以及SDL的遊戲流程做了一個簡單的介紹,對於Game類的結構在這裏不再贅述。

1. Game類

首先簡單地說明一下Game的函數。

1.1 Game::init

bool Game::init(const char *title, int xpos, int ypos, int width, int height, int flags)
{
    m_bRunning = false;
	if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
	{
		/// if succeeded create our window
		m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
		if (m_pWindow != NULL)
			m_pRenderer = SDL_CreateRenderer(m_pWindow, -1,SDL_RENDERER_ACCELERATED|SDL_RENDERER_PRESENTVSYNC);
		if (m_pRenderer != NULL)
			SDL_SetRenderDrawColor(m_pRenderer,210,250,255,255);
		else
			return false;
	}
	else
		return false;


先對SDL庫進行初始化,然後創建了窗口和渲染器。

	m_bRunning = true;
	std::string platform = SDL_GetPlatform();
	// init
	if (platform == "Android") {
		SDL_GetWindowSize(m_pWindow,&m_gameWidth,&m_gameHeight);
	}
	else {
		m_gameWidth = width;
		m_gameHeight = height;
	}
	SDL_Log("width=%d, height=%d\n", m_gameWidth, m_gameHeight);

在桌面操作系統下如windows,SDL會根據傳遞的窗口大小進行創建窗口;而對於搭載了android系統等的手機來說,其窗口大小就是手機的分辨率。(當然也是可以通過SDL_SetScale設置縮放比,不過會造成圖片不同程度的拉伸)

	//結合SDL_Renderer
	TheTextureManager::Instance()->bind(m_pRenderer);
	/*加載圖片資源*/
	try
	{
	    TheTextureManager::Instance()->load("Resources/icon.png","player");
	    TheTextureManager::Instance()->load("Resources/shotStick1.png","shotStick1");
	    TheTextureManager::Instance()->load("Resources/shotStick.png","shotStick2");
	}
	catch (std::runtime_error& e)
	{
		std::cout << e.what() << std::endl;
		return false;
	}

	m_pPlayer = new Player();
	m_pPlayer->init("player");

	m_pShotStick = new ShotStick();
	m_pShotStick->init("shotStick1", "shotStick2");
	return true;

在Game::init函數的後半段,先是加載了所需要的圖片資源,然後創建了一個玩家對象和虛擬搖桿對象。

1.2 Game::render

void Game::render()
{
	SDL_SetRenderDrawColor(m_pRenderer,210,250,255,255);
	///clear the renderer to the draw color
	SDL_RenderClear(m_pRenderer);
	///draw
	SDL_SetRenderDrawColor(m_pRenderer, 0, 0, 0, 255);
	SDL_Rect rect = { 0, 0, 200, 200 };
	SDL_RenderDrawRect(m_pRenderer, &rect);
	m_pPlayer->draw(m_pRenderer);
	m_pShotStick->draw(m_pRenderer);
	///draw to the screen
	SDL_RenderPresent(m_pRenderer);
}

Game::render()負責渲染。後繪製的圖片可能會遮擋之前繪製的圖片,所以需要確認好繪製次序(其中的幾句代碼還繪製了一個黑色矩形,與本例無關,只是提醒在SDL中繪製圖形,需要先把渲染器的繪製顏色和清屏顏色不同才行)

1.3 Game::handleEvents

void Game::handleEvents()
{
	SDL_Event event;
	while (SDL_PollEvent(&event))
	{
		switch (event.type)
		{
		case SDL_QUIT:
			m_bRunning = false;
			break;
		}
		m_pShotStick->handleEvents(&event);
	}
	auto velocity = m_pShotStick->getVelocity();
	m_pPlayer->setVelocity(velocity);
}

Game::handlerEvents()負責處理。有事件發生時則會交給搖桿對象進行處理,之後再根據搖桿對象的偏移程度來更改操作玩家對象。

1.4 Game::update

void Game::update()
{
   m_pPlayer->update();
}

Game::handleEvents()只是負責設置玩家的速度,在update函數中還需要把速度乘以時間轉爲距離。

2. ShotStick 搖桿類

 

2.1 初始化函數

bool ShotStick::init(const std::string& rockerID, const std::string& backgroundID)
{
	m_rockerID = rockerID;
	m_backgroundID = backgroundID;
	//獲取搖桿rect
	SDL_Rect rect1 = TheTextureManager::Instance()->getTextureRectFromId(rockerID);
	SDL_Rect rect2 = TheTextureManager::Instance()->getTextureRectFromId(backgroundID);
	//圓半徑
	m_outCircle.radius = rect1.w/2;
	m_inCircle.radius = rect2.w/2;

	return true;
}

init函數會保存搖桿和搖桿背景圖片的鍵名,以便於確定位置和進行繪製。

2.2 繪製函數

void ShotStick::draw(SDL_Renderer * ren)
{
	// 畫出虛擬搖桿畫出外圓
	int screenW = TheGame::getInstance()->getGameWidth();
	int screenH = TheGame::getInstance()->getGameHeight();
	// 圓心
	m_inCircle.x = m_outCircle.x = m_outCircle.radius;
	m_inCircle.y = m_outCircle.y = screenH - m_outCircle.radius;

	TheTextureManager::Instance()->draw(m_rockerID
		,m_outCircle.x - m_outCircle
		.radius,m_outCircle.y - m_outCircle.radius);
	// 畫出內圓
	TheTextureManager::Instance()->draw(m_backgroundID
		,m_inCircle.x + m_relativePoint.x - m_inCircle.radius
		,m_inCircle.y + m_relativePoint.y - m_inCircle.radius);
}

虛擬搖桿默認顯示在左下角。

2.3 ShotStick::handleEvents

void ShotStick::handleEvents(SDL_Event* event)
{
	switch (event->type)
	{
		case SDL_MOUSEBUTTONDOWN:
		{
			if (event->button.button != SDL_BUTTON_LEFT)
				break;

			Sint32 x = event->motion.x, y = event->motion.y;
			auto distance = std::sqrt(std::pow(x - m_outCircle.x, 2) + std::pow(y - m_outCircle.y, 2));
			//超出距離
			if (distance > m_outCircle.radius) {
				m_fingerId = -1;
				break;
			}
			else
				m_fingerId = 0;
		}

鼠標左鍵按下時會觸發SDL_MOUSEBUTTONDOWN並且event->button.button的值是SDL_BUTTON_LEFT。

 爲便於在電腦上調試,虛擬搖桿會接收鼠標左鍵事件,判斷按下的點是否在圖2所示的半透明背景內。只有在背景圓內才表示一次有效的按鍵。

圖2 虛擬搖桿

 

		case SDL_MOUSEMOTION:
		{
			if (m_fingerId == -1)
				break;
			Sint32 x = event->motion.x, y = event->motion.y;
			//保證不會超過搖桿背景圓
			double x_average = x - m_outCircle.x;
			double y_average = y - m_outCircle.y;
			double d = std::sqrt(std::pow(x_average, 2) + std::pow(y_average, 2));
			
			double m = d > m_outCircle.radius ? m_outCircle.radius : d;
			m_relativePoint.x = m * (x_average / d);
			m_relativePoint.y = m * (y_average / d);
		}break;

 當處理SDL_MOUSEBUTTONDOWN事件中產生了一個有效的點擊後,再發生移動則會計算搖桿的圓心到搖桿背景圓心的距離,得到的值保存到m_relativePoint中。

		case SDL_MOUSEBUTTONUP:
		{
			if (event->button.button != SDL_BUTTON_LEFT)
				break;

			m_fingerId = -1;
			m_relativePoint.x = 0.0;
			m_relativePoint.y = 0.0;
		}break;

 當產生鼠標左按鍵鬆開後,搖桿歸零。

2.4 ShotStick::getVelocity

Vector2D ShotStick::getVelocity()
{
	double x = m_relativePoint.x;
	double y = m_relativePoint.y;
	double r = std::sqrt(x * x + y * y);
	if (r == 0)
		return Vector2D(0, 0);
	/* sin = y/r; cos = x/r; */
	r = m_outCircle.radius;
	return Vector2D(x / r, y / r);
}

 

圖3 偏移的計算

如圖3所示,O2減去O1則是m_relativePoint的值,再根據勾股定理則可以知道r的值。當r==0時,m_relativePoint=(0, 0);在r != 0後,又把r賦值爲搖桿背景圓的半徑大小,這樣能保證其值域在[0, 1]之間。這樣做的好處就是返回的速度不僅和方向有關,還和速度有關。當不爲0時,則返回歸一化後的值(值域[0, 1])。

後續還有則是在移動平臺下的處理,效果同上類似,應該沒什麼問題(很久之前測試過)

		case SDL_FINGERDOWN:
		{
			SDL_Finger finger;
			finger.x = event->tfinger.x * TheGame::getInstance()->getGameWidth();
			finger.y = event->tfinger.y * TheGame::getInstance()->getGameHeight();
			// 綁定有效id
			if (m_fingerId == -1
				&& std::sqrt(std::pow(finger.x - m_outCircle.x, 2) +
							 std::pow(finger.y - m_outCircle.y,
									  2)) <= m_outCircle.radius)
				m_fingerId = event->tfinger.fingerId;
		}
		case SDL_FINGERMOTION:
		{
			SDL_FingerID id = event->tfinger.fingerId;
			// 如果不相等,退出
			if (m_fingerId != id)
				break;
			SDL_Finger finger;
			finger.id = id;
			finger.x = event->tfinger.x * TheGame::getInstance()->getGameWidth();
			finger.y = event->tfinger.y * TheGame::getInstance()->getGameHeight();
			
			double x_average = finger.x - m_outCircle.x;
			double y_average = finger.y - m_outCircle.y;
			double d = std::sqrt(std::pow(x_average, 2) + std::pow(y_average, 2));
			
			double m = d > m_outCircle.radius ? m_outCircle.radius : d;
			m_relativePoint.x = m * (x_average / d);
			m_relativePoint.y = m * (y_average / d);
		}break;
		case SDL_FINGERUP:
		{
			SDL_FingerID id = event->tfinger.fingerId;
			// 如果爲有效id
			if (id == m_fingerId)
			{
				m_relativePoint.x = 0;
				m_relativePoint.y = 0;
				m_fingerId = -1;
			}
		}break;

移動平臺下和桌面操作系統類似,只不過移動平臺下一般爲多點觸碰,所以也是需要綁定SDL_Finger的id的(類似於只有鼠標左鍵才能操作)。

3. Player類

玩家類則相對比較簡單,只是負責顯示精靈和確認位置而已。

bool Player::init(const string& spriteID)
{
	m_spriteID = spriteID;
	return true;
}

void Player::setVelocity(const Vector2D& velocity)
{
	m_velocity = velocity;
}

void Player::draw(SDL_Renderer*ren)
{
    TheTextureManager::Instance()->draw(m_spriteID,(int)m_position.getX(),(int)m_position.getY());
}

void Player::update()
{
	m_velocity *= 2;
	m_position += m_velocity;
	//m_velocity += m_acceleration;
}

void Player::clean()
{
}

代碼:https://github.com/sky94520/ShotStick

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