我开发了一个用 c 编写并使用 SDL 的游戏。在我的主循环中,当我按下一个键时,它处理了不止一次,我想在我打字时及时处理它。我不知道如何解决这个问题 理想情况下,例如,我想每 5 秒限制一次此事件。我怎么能做到这一点?
有我的事件文件
事件.h
#ifndef __EVENT_H__
#define __EVENT_H__
#include <SDL/SDL.h>
typedef struct s_event
{
int mouse_x;
int mouse_y;
char key[SDLK_LAST];
char mouse_buttons[8];
int quit;
} t_event;
void loop_events(t_event *input_manager);
void switcher(SDL_Event *event, t_event *input_manager);
void event_initialize(t_event *input_manager);
#endif
事件.c
#include "event.h"
void loop_events(t_event *input_manager)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
switcher(&event, input_manager);
}
}
void switcher(SDL_Event *event, t_event *input_manager)
{
switch (event->type)
{
case SDL_KEYDOWN:
input_manager->key[event->key.keysym.sym]=1;
break;
case SDL_KEYUP:
input_manager->key[event->key.keysym.sym]=0;
break;
case SDL_MOUSEMOTION:
input_manager->mouse_x=event->motion.x;
input_manager->mouse_y=event->motion.y;
break;
case SDL_MOUSEBUTTONDOWN:
input_manager->mouse_buttons[event->button.button]=1;
break;
case SDL_MOUSEBUTTONUP:
if (event->button.button!=SDL_BUTTON_WHEELUP && event->button.button!=SDL_BUTTON_WHEELDOWN)
input_manager->mouse_buttons[event->button.button]=0;
break;
case SDL_QUIT:
input_manager->quit = 1;
break;
default:
break;
}
}
void event_initialize(t_event *input_manager)
{
memset(input_manager, 0, sizeof(t_event));
input_manager->mouse_buttons[SDL_BUTTON_WHEELUP] = 0;
input_manager->mouse_buttons[SDL_BUTTON_WHEELDOWN] = 0;
}
我的游戏循环
while(!event.key[SDLK_ESCAPE] && !event.quit)
{
loop_events(&event);
move_player(player, &event, world);
display_world(world, screen);
fire(player, &event, screen);
display_player(screen, player, world);
SDL_Delay(5);
SDL_Flip(screen);
}
以及我想在我输入时只处理一次事件的函数
void fire(t_player *player, t_event *event, SDL_Surface *screen)
{
if (event->key[SDLK_SPACE])
{
if (count_list(player->weapon_data) == 0)
weapon_id_counter = 0;
t_weapon *new;
new = malloc(sizeof(t_weapon));
new->on_launch = bitmap_loader("resources/kirby.bmp");
new->shape.x = player->shape.x;
new->shape.y = player->shape.y - player->shape.h;
new->shape.w = 32;
new->shape.h = 32;
printf("FIRRRE");
new->is_launch = 1;
new->id =weapon_id_counter++;
player->weapon_data = add_weapon(new, player->weapon_data);
}
}