我正在使用OpenGL和C++创建一个2D游戏。
我希望游戏在不同的电脑上运行速度相同,目前我的游戏在我的台式机上比在我的笔记本电脑上运行得更快(即我的玩家在我的台式机上移动得更快)。
有人告诉我可以使用QueryPerformanceCounter(),但我不知道如何使用它。
请问如何使用它,或者是否有更好/更容易的方法?
这是我的Display函数:
void display()
{
static long timestamp = clock();
// First frame will have zero delta, but this is just an example.
float delta = (float)(clock() - timestamp) / CLOCKS_PER_SEC;
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
createBackground();
int curSpeed = (player.getVelocity()/player.getMaxSpeed())*100;
glColor3f(1.0,0.0,0.0);
glRasterPos2i(-screenWidth+20,screenHeight-50);
glPrint("Speed: %i",curSpeed);
glRasterPos2i(screenWidth-200,screenHeight-50);
glPrint("Lives: %i",lives);
glRasterPos2i(screenWidth-800,screenHeight-50);
glPrint("Heading: %f",player.getHeading());
for(int i = 0;i<90;i++){
if (numBullets[i].fireStatus == true){
numBullets[i].updatePosition(player);
if (numBullets[i].getXPos() > screenWidth || numBullets[i].getXPos() < -screenWidth || numBullets[i].getYPos() > screenHeight || numBullets[i].getYPos() < -screenHeight ){
numBullets[i].fireStatus = false;
numBullets[i].reset(player);
numBullets[i].~Bullet();
}
}
}
player.updatePosition(playerTex,delta);
glFlush();
timestamp = clock();
我的更新位置方法
void Player::updatePosition(GLuint playerTex, float factor){
//draw triangle
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, playerTex);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTranslatef(factor*XPos, factor*YPos, 0.0);
glRotatef(heading, 0,0,1);
glColor3f(1.0,0.0,0.0);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 1.0); glVertex2f(-40,40);
glTexCoord2f(0.0, 0.0); glVertex2f(-40,-40);
glTexCoord2f(1.0, 0.0); glVertex2f(40,-40);
glTexCoord2f(1.0, 1.0); glVertex2f(40,40);
glEnd();
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
XPos += speed*cos((90+heading)*(PI/180.0f));
YPos += speed*sin((90+heading)*(PI/180.0f));
}