Our love will always last

这首诗表达了两个人在面对生活中所有挑战时坚定不移的爱情。无论遇到何种困难,他们都会紧紧相依,共度每一个日夜,直到生命的尽头。

 


As we walk this land Side by side, hand in hand
I know that some clouds may pass
But if we hold on tight
And love with all our might
Then the thorns in our life will never last
And the roads may sometimes be unpaved
You may think that our love can not be saved 
Though the world out there
May be cold to all we share 
I have you, to take me through the night
And if we hold on tight
And stay true to all that’s right
Then baby, our love will always last…

See the sunrise in the sky
Kiss the sunset as we lie
At night, I’ll never leave your side 
But I know someday
I’ll be gone, and you’ll be gray
Oh, darling, wish that I could heal your pain… 
Though the world out there
May be cold to all we share
I have you, to take me through the night
And if we hold on tight
And stay true to all that’s right 
Then baby, our love will always last…

 

当我们肩并着肩,手牵着,漫步于这大地上,
我知道也许会有些乌云经过,
但是如果我们只要互相紧握对方的手,
只要我们心中还存有爱
那么我们生活中荆棘将不会持久,
路有时并不是一直平坦的,
你可能认为我们的爱已经法挽救,
尽管向往那里的世界,可能会冷若冰霜,
但是,我拥有你陪我度过整个黑夜,
而且只要我们紧握着对方的手,
和坚持相信那样是对的,
那么宝贝,我们的爱将会永恒.

我们一起躺着看日出、亲吻日落,
夜晚,我永远不会让你孤单一人,
但我知道某天我将会远去,你也会慢慢褪去,
噢,亲爱的,希望我能治愈你的伤痛,

尽管向往那里的世界,可能会冷若冰霜,
但是,我拥有你陪我度过整个黑夜,
而且只要我们紧握着对方的手,
和坚持相信那样是对的,
那么宝贝,我们的爱将会永恒.

Frame-independent movement If you run everything we have done so far, you will be able to move the circle, but it won't move uniformly. It will probably be very fast, because currently we have done the movement in a very naive way. Right now your computer will be running the update() function as fast as it can, which means it will probably call it a couple of hundreds of times each second, if not more. If we move the shape by one pixel for every frame, this can count up to several 100 pixels every second, making our little player fly all over the screen. You cannot just change the movement value to something lower, as it will only fix the problem for your computer. If you move to a slower or faster computer, the speed will change again. So how do we solve this? Well, let's look at the problem we are facing. We are having a problem because our movement is frame-dependent. We want to provide the speed in a way that changes depending on the time a frame takes. There is a simple formula you should remember from your old school days. It's the formula that goes: distance = speed * time. Now why is this relevant for us? Because with this formula we can calculate a relevant speed for every frame, so that the circle always travels exactly the distance we want it to travel over one second, no matter what computer we are sitting on. So let's modify the function to what we actually need to make this work. 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()); } The major difference we have made here is that we now receive a time value every time we call the update. We calculate the distance we want to travel every frame, depending on how much time has elapsed. We call the time that has elapsed since the last frame delta time (or time step), and often abbreviate it as dt in the code. But how do we get this time? We are lucky because SFML provides the utilities for it.翻译
03-08
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