How time fly

博主感慨时光飞逝,自己大学所学有用知识不多。明年即将毕业,考虑未来职业如销售、教师或DBA。认为英语在未来工作中很重要,鼓励自己不要为未来遗憾,早睡思考人生,不放弃梦想,停止抱怨努力行动。

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I am afraid of looking back now,cause the time have passed so much and I've achieved not so much.When I heard some person sigh how time fly every times I also feel sorry about the life.A boy have come to a man for a very long time.

I will graduate from university next year.but I dont think I have learned much useful knowledge for the future life.I can be a salesman or teacher or DBA. now what should I do is making my paper better than it can be.

I always think English is important in the future job.I also know that if I cannt express my idear very well now ,It will become very difficult to find a suitable job using English .If the future job dont use English ,then what I have learned about English is not useful.

Dont feel sorry about the future.the future should be bright.unless you like to flee to the life.

Go to bed as earily as possible .cause this will help you thinking your life ,your future or else something.

Never give up your dreams,for your dreams must be come true in the future.unless you give it up during the process of it coming true .

Remember you are not better than others ,never be proud of yourself.at the same time you are not worse than others,so never look down yourself.You just equal to the others.

Stop compainting ,just do it .you will make it and your dreams will come true one by one .

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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