我正在设计一个仅在预定义时间后执行操作的时间类,但我仍然无法弄清楚重置时间的方法。无论如何将时间重置为零或暂时停止并恢复时间?
所以,我的目标是在每次条件 A 遇到时重置时间,这样它就不会搞砸 delayTime 函数,它仍然保持以前的时间并最终导致错误的时间计算。
if ( condition A )
{
if ( time.delayTime( 5.0f ) )
{
doActionA();
}
}
时间类.h
#ifndef _TIMECLASS_H_
#define _TIMECLASS_H_
#include <windows.h>
class TimeClass
{
public:
TimeClass();
~TimeClass();
bool delayTime( float second );
float getSecond();
void reset();
private:
float getGameTime();
float currentTime;
UINT64 ticks;
float time;
float timeAtGameStart;
UINT64 ticksPerSecond;
};
#endif
时间类.cpp
#include "TimeClass.h"
TimeClass::TimeClass()
{
// We need to know how often the clock is updated
if( !QueryPerformanceFrequency((LARGE_INTEGER *)&ticksPerSecond) )
ticksPerSecond = 1000;
// If timeAtGameStart is 0 then we get the time since
// the start of the computer when we call GetGameTime()
timeAtGameStart = 0;
timeAtGameStart = getGameTime();
}
float TimeClass::getGameTime()
{
// This is the number of clock ticks since start
if( !QueryPerformanceCounter((LARGE_INTEGER *)&ticks) )
ticks = (UINT64)timeGetTime();
// Divide by frequency to get the time in seconds
time = (float)(__int64)ticks/(float)(__int64)ticksPerSecond;
// Subtract the time at game start to get
// the time since the game started
time -= timeAtGameStart;
return time;
}
bool TimeClass::delayTime( float second )
{
currentTime = getGameTime();
static float totalTime = second + getGameTime();
if ( currentTime >= totalTime )
{
totalTime = second + getGameTime();
return true;
}
else
{
return false;
}
}
float TimeClass::getSecond()
{
currentTime = getGameTime();
static float totalTime = 1 + getGameTime();
if ( currentTime >= totalTime )
{
totalTime = 1 + getGameTime();
return currentTime;
}
else
{
return currentTime;
}
}
void TimeClass::reset()
{
timeAtGameStart = 0;
timeAtGameStart = getGameTime();
}
TimeClass::~TimeClass()
{
}