float deltaTime = clock.restart().asSeconds();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
{
sprite.move(0.f, -playerSpeed * deltaTime);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
{
sprite.move(0.f, playerSpeed * deltaTime);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
sprite.move(-playerSpeed * deltaTime, 0.f);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
sprite.move(playerSpeed * deltaTime, 0.f);
}
In this case, deltatime should be the time of one frame. So you have to calculate it correctly.
Would the sf::Keyboard::isKeyPressed(sf::Keyboard::(key)) work for your purposes?