Hy,我有一个管理输入游戏的问题
我将在8个方向上实现所有8个动作+射击,现在我可以在8个方向上移动,在8个方向上射击但是静止,并且在北,南,东,西和东北移动和射击。
我有5个易失性布尔值(问题没有变化而没有易失性)
DESC
当使用键绑定按下箭头键时设置为true,否则设置为
private volatile boolean north;
private volatile boolean east;
private volatile boolean south;
private volatile boolean west;
private volatile boolean shoot;
在线程中控制布尔变量以实现对角运动
private void setKeyBindings() {
InputMap inMap = getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
ActionMap actMap = getActionMap();
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "UP" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "UP" + "released");
actMap.put( "UP" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
north=true;
}
});
actMap.put("UP" + "released", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, false);
north=false;
}
});
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "DOWN" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "DOWN" + "released");
actMap.put( "DOWN" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
south=true;
}
});
actMap.put("DOWN" + "released", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, false);
south=false;
}
});
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "LEFT" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "LEFT" + "released");
actMap.put( "LEFT" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
west=true;
}
});
actMap.put("LEFT" + "released", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, false);
west=false;
}
});
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "RIGHT" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "RIGHT" + "released");
actMap.put( "RIGHT" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
east=true;
}
});
actMap.put("RIGHT" + "released", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, false);
east=false;
}
});
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, false), "SPACE" + "pressed");
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_SPACE, 0, true), "SPACE" + "released");
actMap.put( "SPACE" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
shoot=true;
}
});
actMap.put("SPACE" + "released", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, false);
shoot=false;
}
});
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_X, 0, false), "SUCCESSIVA" + "pressed");
actMap.put( "SUCCESSIVA" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
mondo.player.selectArmaSuccessiva();
}
});
inMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_Z, 0, false), "PRECEDENTE" + "pressed");
actMap.put( "PRECEDENTE" + "pressed", new AbstractAction() {
private static final long serialVersionUID = 1L;
@Override
public void actionPerformed(ActionEvent e) {
//directionMap.put(direction, true);
mondo.player.selectArmaPrecedente();
}
});
}
当我移动时它只能运作良好, 但是当我拍摄时它只适用于北,南,东,西和东北。 为什么只有东北? 如果我停止方向,任何对角线的球员和射击射击, 好像当我移动对角线拍摄变得虚假时