我在尝试让我的代码在屏幕上移动播放器(Ship)时遇到了很多麻烦。我可以让行星画在屏幕和玩家的船上,但我无法弄清楚如何实现keyListener至少打印出来的东西。提前感谢您的帮助!
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Toolkit;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class MapPanel extends JPanel {
public static final int WIDTH = 25;
public static final int HEIGHT = 20;
int zone = 0;
private int xValue;
private int yValue;
private Color color;
public Planet[][] planetGrid = new Planet[WIDTH][HEIGHT];
static Player currPlayer = new Player("h");
static Universe universe = new Universe(currPlayer);
/**
* Create the panel.
*/
public MapPanel(Universe univ, Player p) {
this.universe = univ;
currPlayer = p;
int i = 0;
this.setSize(new Dimension(450,450));
setVisible( true );
//this.addKeyListener(new KeyController());
KeyController kc = new KeyController();
this.addKeyListener(kc);
repaint();
}
/**
* Draw method to draw the playing field
* @param g Graphics object
* @param tileDimension dimension of the tile
*/
public void draw(Graphics g)
{
universe.draw(g);
// KeyController key = new KeyController();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public static void main(String[] args)
{
MapPanel mp = new MapPanel(universe, currPlayer);
JFrame f = new JFrame();
f.add(mp);
f.setSize(new Dimension(450,450));
f.setVisible(true);
f.setFocusable(true);
}
private class KeyController implements KeyListener {
public KeyController()
{
System.out.println("ghgh");
setFocusable(true);
// addKeyListener(this);
}
@Override
public void keyPressed(final KeyEvent key) {
System.out.println("fgfgf");
if (currPlayer != null) {
int oldX = currPlayer.getPosition().x;
int oldY = currPlayer.getPosition().y;
switch (key.getKeyCode()) {
case KeyEvent.VK_RIGHT:
currPlayer.setPosition(new Point(oldX+1, oldY)); //move right
System.out.println("RIGHT");
break;
case KeyEvent.VK_LEFT:
currPlayer.setPosition(new Point(oldX-1, oldY)); //move left
break;
case KeyEvent.VK_DOWN:
currPlayer.setPosition(new Point(oldX, oldY+1)); //move down
break;
case KeyEvent.VK_UP:
currPlayer.setPosition(new Point(oldX, oldY-1)); //move up
break;
}
}
repaint();
}
@Override
public void keyReleased(KeyEvent e) {
System.out.println("ggg");
}
@Override
public void keyTyped(KeyEvent e) {
System.out.println("typeeeddd");
}
}
}
答案 0 :(得分:2)
答案 1 :(得分:0)
在这里我设计了一个类似于你的应用程序,你可以使用箭头键,n在移动的船上投掷炸弹(这是我几年前的项目:)),设计一个主要方法来运行,希望这会求助:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
/**
* This panel implements a simple arcade game in which the user tries to blow
* up a "submarine" (a black oval) by dropping "depth charges" (a red disk) from
* a "boat" (a blue roundrect). The user moves the boat with the left- and
* right-arrow keys and drops the depth charge with the down-arrow key.
* The sub moves left and right erratically along the bottom of the panel.
*/
public class SubKillerPanel extends JPanel {
private Timer timer; // Timer that drives the animation.
private int width, height; // The size of the panel -- the values are set
// the first time the paintComponent() method
// is called. This class is not designed to
// handle changes in size; once the width and
// height have been set, they are not changed.
// Note that width and height cannot be set
// in the constructor because the width and
// height of the panel have not been set at
// the time that the constructor is called.
private Boat boat; // The boat, bomb, and sub objects are defined
private Bomb bomb; // by nested classes Boat, Bomb, and Submarine,
private Submarine sub; // which are defined later in this class.
// Note that the objects are created in the
// paintComponent() method, after the width
// and height of the panel are known.
/**
* The constructor sets the background color of the panel, creates the
* timer, and adds a KeyListener, FocusListener, and MouseListener to the
* panel. These listeners, as well as the ActionListener for the timer
* are defined by anonymous inner classes. The timer will run only
* when the panel has the input focus.
*/
public SubKillerPanel() {
setBackground(Color.GREEN);
ActionListener action = new ActionListener() {
// Defines the action taken each time the timer fires.
public void actionPerformed(ActionEvent evt) {
if (boat != null) {
boat.updateForNewFrame();
bomb.updateForNewFrame();
sub.updateForNewFrame();
}
repaint();
}
};
timer = new Timer( 30, action ); // Fires every 30 milliseconds.
addMouseListener( new MouseAdapter() {
// The mouse listener simply requests focus when the user
// clicks the panel.
public void mousePressed(MouseEvent evt) {
requestFocus();
}
} );
addFocusListener( new FocusListener() {
// The focus listener starts the timer when the panel gains
// the input focus and stops the timer when the panel loses
// the focus. It also calls repaint() when these events occur.
public void focusGained(FocusEvent evt) {
timer.start();
repaint();
}
public void focusLost(FocusEvent evt) {
timer.stop();
repaint();
}
} );
addKeyListener( new KeyAdapter() {
// The key listener responds to keyPressed events on the panel. Only
// the left-, right-, and down-arrow keys have any effect. The left- and
// right-arrow keys move the boat while down-arrow releases the bomb.
public void keyPressed(KeyEvent evt) {
int code = evt.getKeyCode(); // Which key was pressed?
if (code == KeyEvent.VK_LEFT) {
// Move the boat left. (If this moves the boat out of the frame, its
// position will be adjusted in the boat.updateForNewFrame() method.)
boat.centerX -= 15;
}
else if (code == KeyEvent.VK_RIGHT) {
// Move the boat right. (If this moves boat out of the frame, its
// position will be adjusted in the boat.updateForNewFrame() method.)
boat.centerX += 15;
}
else if (code == KeyEvent.VK_DOWN) {
// Start the bomb falling, if it is not already falling.
if ( bomb.isFalling == false )
bomb.isFalling = true;
}
}
} );
} // end constructor
/**
* The paintComponent() method draws the current state of the game. It
* draws a gray or cyan border around the panel to indicate whether or not
* the panel has the input focus. It draws the boat, sub, and bomb by
* calling their respective draw() methods.
*/
public void paintComponent(Graphics g) {
super.paintComponent(g); // Fill panel with background color, green.
if (boat == null) {
// The first time that paintComponent is called, it assigns
// values to the instance variables.
width = getWidth();
height = getHeight();
boat = new Boat();
sub = new Submarine();
bomb = new Bomb();
}
if (hasFocus())
g.setColor(Color.CYAN);
else {
g.setColor(Color.RED);
g.drawString("CLICK TO ACTIVATE", 20, 30);
g.setColor(Color.GRAY);
}
g.drawRect(0,0,width-1,height-1); // Draw a 3-pixel border.
g.drawRect(1,1,width-3,height-3);
g.drawRect(2,2,width-5,height-5);
boat.draw(g);
sub.draw(g);
bomb.draw(g);
} // end drawFrame()
/**
* This nested class defines the boat. Note that its constructor cannot
* be called until the width of the panel is known!
*/
private class Boat {
int centerX, centerY; // Current position of the center of the boat.
Boat() { // Constructor centers the boat horizontally, 80 pixels from top.
centerX = width/2;
centerY = 80;
}
void updateForNewFrame() { // Makes sure boat has not moved off screen.
if (centerX < 0)
centerX = 0;
else if (centerX > width)
centerX = width;
}
void draw(Graphics g) { // Draws the boat at its current location.
g.setColor(Color.BLUE);
g.fillRoundRect(centerX - 40, centerY - 20, 80, 40, 20, 20);
}
} // end nested class Boat
/**
* This nested class defines the bomb.
*/
private class Bomb {
int centerX, centerY; // Current position of the center of the bomb.
boolean isFalling; // If true, the bomb is falling; if false, it
// is attached to the boat.
Bomb() { // Constructor creates a bomb that is initially attached to boat.
isFalling = false;
}
void updateForNewFrame() { // If bomb is falling, take appropriate action.
if (isFalling) {
if (centerY > height) {
// Bomb has missed the submarine. It is returned to its
// initial state, with isFalling equal to false.
isFalling = false;
}
else if (Math.abs(centerX - sub.centerX) <= 36 &&
Math.abs(centerY - sub.centerY) <= 21) {
// Bomb has hit the submarine. The submarine
// enters the "isExploding" state.
sub.isExploding = true;
sub.explosionFrameNumber = 1;
isFalling = false; // Bomb reappears on the boat.
}
else {
// If the bomb has not fallen off the panel or hit the
// sub, then it is moved down 10 pixels.
centerY += 10;
}
}
}
void draw(Graphics g) { // Draw the bomb.
if ( ! isFalling ) { // If not falling, set centerX and CenterY
// to show the bomb on the bottom of the boat.
centerX = boat.centerX;
centerY = boat.centerY + 23;
}
g.setColor(Color.RED);
g.fillOval(centerX - 8, centerY - 8, 16, 16);
}
} // end nested class Bomb
/**
* This nested class defines the sub. Note that its constructor cannot
* be called until the width of the panel is known!
*/
private class Submarine {
int centerX, centerY; // Current position of the center of the sub.
boolean isMovingLeft; // Tells whether the sub is moving left or right
boolean isExploding; // Set to true when the sub is hit by the bomb.
int explosionFrameNumber; // If the sub is exploding, this is the number
// of frames since the explosion started.
Submarine() { // Create the sub at a random location 40 pixels from bottom.
centerX = (int)(width*Math.random());
centerY = height - 40;
isExploding = false;
isMovingLeft = (Math.random() < 0.5);
}
void updateForNewFrame() { // Move sub or increase explosionFrameNumber.
if (isExploding) {
// If the sub is exploding, add 1 to explosionFrameNumber.
// When the number reaches 15, the explosion ends and the
// sub reappears in a random position.
explosionFrameNumber++;
if (explosionFrameNumber == 15) {
centerX = (int)(width*Math.random());
centerY = height - 40;
isExploding = false;
isMovingLeft = (Math.random() < 0.5);
}
}
else { // Move the sub.
if (Math.random() < 0.04) {
// In one frame out of every 25, on average, the sub
// reverses its direction of motion.
isMovingLeft = ! isMovingLeft;
}
if (isMovingLeft) {
// Move the sub 5 pixels to the left. If it moves off
// the left edge of the panel, move it back to the left
// edge and start it moving to the right.
centerX -= 5;
if (centerX <= 0) {
centerX = 0;
isMovingLeft = false;
}
}
else {
// Move the sub 5 pixels to the right. If it moves off
// the right edge of the panel, move it back to the right
// edge and start it moving to the left.
centerX += 5;
if (centerX > width) {
centerX = width;
isMovingLeft = true;
}
}
}
}
void draw(Graphics g) { // Draw sub and, if it is exploding, the explosion.
g.setColor(Color.BLACK);
g.fillOval(centerX - 30, centerY - 15, 60, 30);
if (isExploding) {
// Draw an "explosion" that grows in size as the number of
// frames since the start of the explosion increases.
g.setColor(Color.YELLOW);
g.fillOval(centerX - 4*explosionFrameNumber,
centerY - 2*explosionFrameNumber,
8*explosionFrameNumber,
4*explosionFrameNumber);
g.setColor(Color.RED);
g.fillOval(centerX - 2*explosionFrameNumber,
centerY - explosionFrameNumber/2,
4*explosionFrameNumber,
explosionFrameNumber);
}
}
} // end nested class Submarine
} // end class SubKiller