我有一个Java Space Invaders游戏,它使用控件的键绑定;如何防止拍摄停止运动?
最初,我使用了按键侦听器,但是我读到某个地方可以使用按键绑定来解决此问题(以及另一个我在初期运动方面有滞后性的问题),但并没有帮助。要澄清的是,所有字符都不是JComponent,但是按键绑定已在JFrame窗口中注册并且可以使用。
//创建一个窗口 window = new Window();
DataStorageObject data = new DataStorageObject(window);
//Keybinding code
Action leftAction = new AbstractAction()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
if(!data.paused)
{
if(data.usership.getXPos() != 0)
data.usership.setXPos(data.usership.getXPos() - 15);
}
}
};
Action shootAction = new AbstractAction() {
@Override
public void actionPerformed(ActionEvent arg0) {
if(!data.paused) {
if(data.cooldown == 0)
{
// fire a bullet
PositionObject bullet = new PositionObject();
bullet.setXPos(data.usership.getXPos() + data.window.usershipimage.getWidth() / 2);// TODO figure out the right number
bullet.setYPos(data.usership.getYPos());// TODO figure out the right number
data.userbullets.add(bullet);
// start cooldown
data.cooldown = 30; // TODO figure out the right number
}
}
}};
Action rightAction = new AbstractAction() {
@Override
public void actionPerformed(ActionEvent arg0) {
if(!data.paused) {
if(!(data.usership.getXPos() >= data.window.INVADERSWIDTH - data.window.usershipimage.getWidth()))
data.usership.setXPos(data.usership.getXPos() + 15);
}
}};
Action pauseAction = new AbstractAction() {
@Override
public void actionPerformed(ActionEvent arg0) {
data.paused = !data.paused;
}};
KeyStroke space = KeyStroke.getKeyStroke(KeyEvent.VK_SPACE,0);
KeyStroke left = KeyStroke.getKeyStroke(KeyEvent.VK_LEFT,0);
KeyStroke right = KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT,0);
KeyStroke p = KeyStroke.getKeyStroke(KeyEvent.VK_P,0);
//random component solution
JLabel listener= new JLabel();
JFrame frame = new JFrame();
window.add2Container(listener);
//figure out where put focus and what parameter for mapname
window.requestFocus();
int mapName = JComponent.WHEN_IN_FOCUSED_WINDOW;
InputMap inputMap = listener.getInputMap(mapName);
inputMap.put(space, "shoot");
inputMap.put(left, "left");
inputMap.put(right, "right");
inputMap.put(p, "pause");
ActionMap amap = listener.getActionMap();
amap.put("shoot", shootAction);
amap.put("left", leftAction);
amap.put("right", rightAction);
amap.put("pause", pauseAction);
答案 0 :(得分:0)
我找到了解决这两个问题的可行方法;我创建了三个与控件相对应的布尔值,而不是直接从按键上触发飞船移动和射击,而是将动作方法绑定到了游戏循环中,如果每个布尔值均为true时都会发生,并在按下或释放时布尔值变为true或false。现在唯一的问题是飞船移动得非常快,所以我可能不得不放慢游戏循环之类的速度。