我是Java图形和线程的新手,我正在尝试制作游戏(特别是Pong)。这个想法是两个人可以在同一个键盘上玩(即有两个通过不同键控制的拨片)。目前,两名球员不能同时移动他们的球拍。
有解决方案吗?单独的线程是答案吗?
如果可能的话,我希望桨能够同时移动(至少看似)。
更新:似乎使用Set<Integer>
存储按键是最佳选择。我已经完成了(并且它可以工作),但我想知道这些代码是否不在事件调度线程(EDT)上,如果我需要使用SwingUtilities.invokeLater();
。这是必要的代码:
private Set<Integer> keysDown = Collections.synchronizedSet(new HashSet<Integer>());
public void keyPressed(KeyEvent e)
{
keysDown.add(e.getKeyCode());
}
public void keyReleased(KeyEvent e)
{
keysDown.remove(e.getKeyCode());
}
public void updatePaddlePositions()
{
if (keysDown.contains(KeyEvent.VK_W))
paddleOne.move(-PADDLE_MOVE_INCREMENT);
if (keysDown.contains(KeyEvent.VK_S))
paddleOne.move(PADDLE_MOVE_INCREMENT);
if (keysDown.contains(KeyEvent.VK_UP))
paddleTwo.move(-PADDLE_MOVE_INCREMENT);
if (keysDown.contains(KeyEvent.VK_DOWN))
paddleTwo.move(PADDLE_MOVE_INCREMENT);
try {
Thread.sleep(DELAY);
} catch (InterruptedException e) {
System.out.println("You Interrupted the game!");
}
canvas.repaint();
}
以下是paintComponent
对象的canvas
方法:
public void paintComponent(Graphics g)
{
super.paintComponent(g);
paddleOne.paint(g);
paddleTwo.paint(g);
updatePaddlePositions(); // Does this need to be SwingUtilities.invokeLater(this)?
// And should updatePaddlePositions() be run() as a result?
}
这是paint
和paddleOne
对象的paddleTwo
方法:
public void paint(Graphics g)
{
g.setColor(Color.BLACK);
g.fillRect(x, y, PADDLE_WIDTH, PADDLE_HEIGHT);
}
如果有什么东西对你不好,请随意评论我的设计。最后,Collections.synchronizedSet(new HashSet<Integer>())
是什么意思/做什么?
更新#2:似乎关键绑定是可行的方法(即使它们需要更多代码,在这种情况下)。什么使键绑定更好?它们是否与其他所有东西分开工作(并且不需要像关键监听器那样的窗口焦点)?
此外,我了解HashSet<Integer>
只是Set<Integer>
的子类,但Collections.synchronizedSet(...)
的目的是什么?我假设它与线程有关,但我不知道为什么在这个程序中需要它(如果它是的话)。
答案 0 :(得分:10)
首先,使用Swing KeyBinding
s除非你想让你的游戏多线程,否则我认为不需要多线程。
澄清问题是你需要能够让2名玩家按下不同的按键吗?
如果是这样的话:
<强>解决方案:强>
只需使用boolean
来标记是否按下某个键,当然必须在释放该键时重置该标志。
在你的游戏逻辑中,你会检查状态是否为布尔值并采取适当的行动。
请参阅下面的示例(两个拨片可以使用W和S以及向上和向下键独立移动):
public class GameLogic {
public GameLogic() {
initComponents();
}
private void initComponents() {
JFrame frame = new JFrame("Game Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//create the gamepanel
final GamePanel gp = new GamePanel(600, 500);
//create panel to hold buttons to start pause and stop the game
JPanel buttonPanel = new JPanel();
buttonPanel.setOpaque(false);
final JButton startButton = new JButton("Start");
final JButton pauseButton = new JButton("Pause");
final JButton stopButton = new JButton("Stop");
pauseButton.setEnabled(false);
stopButton.setEnabled(false);
//add listeners to buttons (most of the actions - excuse the pun - takes palce here :)
startButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
//clear enitites currently in array
gp.clearEntities();
ArrayList<BufferedImage> ballEntityImages = new ArrayList<>();
ArrayList<Long> ballEntityTimings = new ArrayList<>();
ballEntityImages.add(createColouredImage("white", 50, 50, true));
ballEntityTimings.add(500l);
Entity ballEntity = new Entity(gp.getWidth() / 2, gp.getHeight() / 2, ballEntityImages, ballEntityTimings);
ballEntity.RIGHT = true;
//create images for entities
ArrayList<BufferedImage> advEntityImages = new ArrayList<>();
ArrayList<Long> advEntityTimings = new ArrayList<>();
advEntityImages.add(createColouredImage("orange", 10, 100, false));
advEntityTimings.add(500l);
advEntityImages.add(createColouredImage("blue", 10, 100, false));
advEntityTimings.add(500l);
//create entities
AdvancedSpritesEntity player1Entity = new AdvancedSpritesEntity(0, 100, advEntityImages, advEntityTimings);
ArrayList<BufferedImage> entityImages = new ArrayList<>();
ArrayList<Long> entityTimings = new ArrayList<>();
entityImages.add(createColouredImage("red", 10, 100, false));
entityTimings.add(500l);//as its the only image it doesnt really matter what time we put we could use 0l
//entityImages.add(createColouredImage("magenta", 100, 100));
//entityTimings.add(500l);
Entity player2Entity = new Entity(gp.getWidth() - 10, 200, entityImages, entityTimings);
gp.addEntity(player1Entity);
gp.addEntity(player2Entity);//just a standing still Entity for testing
gp.addEntity(ballEntity);//just a standing still Entity for testing
//create Keybingings for gamepanel
GameKeyBindings gameKeyBindings = new GameKeyBindings(gp, player1Entity, player2Entity);
GamePanel.running.set(true);
//start the game loop which will repaint the screen
runGameLoop(gp);
startButton.setEnabled(false);
pauseButton.setEnabled(true);
stopButton.setEnabled(true);
}
});
pauseButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
boolean b = GamePanel.paused.get();
GamePanel.paused.set(!b);//set it to the opposite of what it was i.e paused to unpaused and vice versa
if (pauseButton.getText().equals("Pause")) {
pauseButton.setText("Un-pause");
} else {
pauseButton.setText("Pause");
}
}
});
stopButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent ae) {
GamePanel.running.set(false);
GamePanel.paused.set(false);
/* if we want enitites to be cleared and a blank panel shown
gp.clearEntities();
gp.repaint();
*/
if (!pauseButton.getText().equals("Pause")) {
pauseButton.setText("Pause");
}
startButton.setEnabled(true);
pauseButton.setEnabled(false);
stopButton.setEnabled(false);
}
});
//add buttons to panel
buttonPanel.add(startButton);
buttonPanel.add(pauseButton);
buttonPanel.add(stopButton);
//add gamepanel to jframe and button panel
frame.add(gp);
frame.add(buttonPanel, BorderLayout.SOUTH);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
//Simply used for testing (to simulate sprites) can create different colored images
public static BufferedImage createColouredImage(String color, int w, int h, boolean circular) {
BufferedImage img = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = img.createGraphics();
switch (color.toLowerCase()) {
case "green":
g2.setColor(Color.GREEN);
break;
case "magenta":
g2.setColor(Color.MAGENTA);
break;
case "red":
g2.setColor(Color.RED);
break;
case "yellow":
g2.setColor(Color.YELLOW);
break;
case "blue":
g2.setColor(Color.BLUE);
break;
case "orange":
g2.setColor(Color.ORANGE);
break;
case "cyan":
g2.setColor(Color.CYAN);
break;
case "gray":
g2.setColor(Color.GRAY);
break;
default:
g2.setColor(Color.WHITE);
break;
}
if (!circular) {
g2.fillRect(0, 0, img.getWidth(), img.getHeight());
} else {
g2.fillOval(0, 0, img.getWidth(), img.getHeight());
}
g2.dispose();
return img;
}
//Starts a new thread and runs the game loop in it.
private void runGameLoop(final GamePanel gp) {
Thread loop = new Thread(new Runnable() {
@Override
public void run() {
gp.gameLoop();
}
});
loop.start();
}
//Code starts here
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
try {//attempt to set look and feel to nimbus Java 7 and up
for (UIManager.LookAndFeelInfo info : UIManager.getInstalledLookAndFeels()) {
if ("Nimbus".equals(info.getName())) {
UIManager.setLookAndFeel(info.getClassName());
break;
}
}
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
GameLogic gameLogic = new GameLogic();
}
});
}
}
class GameKeyBindings {
public GameKeyBindings(JComponent gp, final Entity entity, final Entity entity2) {
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "W pressed");
gp.getActionMap().put("W pressed", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity.UP = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), "W released");
gp.getActionMap().put("W released", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity.UP = false;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "S pressed");
gp.getActionMap().put("S pressed", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity.DOWN = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), "S released");
gp.getActionMap().put("S released", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity.DOWN = false;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "down pressed");
gp.getActionMap().put("down pressed", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity2.DOWN = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "down released");
gp.getActionMap().put("down released", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity2.DOWN = false;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "up pressed");
gp.getActionMap().put("up pressed", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity2.UP = true;
}
});
gp.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "up released");
gp.getActionMap().put("up released", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
entity2.UP = false;
}
});
}
}
class AdvancedSpritesEntity extends Entity {
public AdvancedSpritesEntity(int x, int y, ArrayList<BufferedImage> images, ArrayList<Long> timings) {
super(x, y, images, timings);
}
void setAnimation(ArrayList<BufferedImage> images, ArrayList<Long> timings) {
reset();//reset variables of animator class
setFrames(images, timings);//set new frames for animation
}
}
class Entity extends Animator {
private int speed = 5;
public boolean UP = false, DOWN = false, LEFT = false, RIGHT = false, visible;
private Rectangle2D.Double rect;
public Entity(int x, int y, ArrayList<BufferedImage> images, ArrayList<Long> timings) {
super(images, timings);
UP = false;
DOWN = false;
LEFT = false;
RIGHT = false;
visible = true;
rect = new Rectangle2D.Double(x, y, getCurrentImage().getWidth(), getCurrentImage().getHeight());
}
public void setSpeed(int speed) {
this.speed = speed;
}
public int getSpeed() {
return speed;
}
public boolean isVisible() {
return visible;
}
public void setVisible(boolean visible) {
this.visible = visible;
}
public HashSet<String> getMask(Entity e) {
HashSet<String> mask = new HashSet<>();
int pixel, a;
BufferedImage bi = e.getCurrentImage();//gets the current image being shown
for (int i = 0; i < bi.getWidth(); i++) { // for every (x,y) component in the given box,
for (int j = 0; j < bi.getHeight(); j++) {
pixel = bi.getRGB(i, j); // get the RGB value of the pixel
a = (pixel >> 24) & 0xff;
if (a != 0) { // if the alpha is not 0, it must be something other than transparent
mask.add((e.getX() + i) + "," + (e.getY() - j)); // add the absolute x and absolute y coordinates to our set
}
}
}
return mask; //return our set
}
// Returns true if there is a collision between object a and object b
public boolean checkPerPixelCollision(Entity b) {
// This method detects to see if the images overlap at all. If they do, collision is possible
int ax1 = (int) getX();
int ay1 = (int) getY();
int ax2 = ax1 + (int) getWidth();
int ay2 = ay1 + (int) getHeight();
int bx1 = (int) b.getX();
int by1 = (int) b.getY();
int bx2 = bx1 + (int) b.getWidth();
int by2 = by1 + (int) b.getHeight();
if (by2 < ay1 || ay2 < by1 || bx2 < ax1 || ax2 < bx1) {
return false; // Collision is impossible.
} else { // Collision is possible.
// get the masks for both images
HashSet<String> maskPlayer1 = getMask(this);
HashSet<String> maskPlayer2 = getMask(b);
maskPlayer1.retainAll(maskPlayer2); // Check to see if any pixels in maskPlayer2 are the same as those in maskPlayer1
if (maskPlayer1.size() > 0) { // if so, than there exists at least one pixel that is the same in both images, thus
return true;
}
}
return false;
}
public void move() {
if (UP) {
rect.y -= speed;
}
if (DOWN) {
rect.y += speed;
}
if (LEFT) {
rect.x -= speed;
}
if (RIGHT) {
rect.x += speed;
}
}
@Override
public void update(long elapsedTime) {
super.update(elapsedTime);
getWidth();//set the rectangles height accordingly after image update
getHeight();//set rectangles height accordingle after update
}
public boolean intersects(Entity e) {
return rect.intersects(e.rect);
}
public double getX() {
return rect.x;
}
public double getY() {
return rect.y;
}
public double getWidth() {
if (getCurrentImage() == null) {//there might be no image (which is unwanted ofcourse but we must not get NPE so we check for null and return 0
return rect.width = 0;
}
return rect.width = getCurrentImage().getWidth();
}
public double getHeight() {
if (getCurrentImage() == null) {
return rect.height = 0;
}
return rect.height = getCurrentImage().getHeight();
}
}
class Animator {
private ArrayList<BufferedImage> frames;
private ArrayList<Long> timings;
private int currIndex;
private long animationTime;
private long totalAnimationDuration;
private AtomicBoolean done;//used to keep track if a single set of frames/ an animtion has finished its loop
public Animator(ArrayList<BufferedImage> frames, ArrayList< Long> timings) {
currIndex = 0;
animationTime = 0;
totalAnimationDuration = 0;
done = new AtomicBoolean(false);
this.frames = new ArrayList<>();
this.timings = new ArrayList<>();
setFrames(frames, timings);
}
public boolean isDone() {
return done.get();
}
public void reset() {
totalAnimationDuration = 0;
done.getAndSet(false);
}
public void update(long elapsedTime) {
if (frames.size() > 1) {
animationTime += elapsedTime;
if (animationTime >= totalAnimationDuration) {
animationTime = animationTime % totalAnimationDuration;
currIndex = 0;
done.getAndSet(true);
}
while (animationTime > timings.get(currIndex)) {
currIndex++;
}
}
}
public BufferedImage getCurrentImage() {
if (frames.isEmpty()) {
return null;
} else {
try {
return frames.get(currIndex);
} catch (Exception ex) {//images might have been altered so we reset the index and return first image of the new frames/animation
currIndex = 0;
return frames.get(currIndex);
}
}
}
public void setFrames(ArrayList<BufferedImage> frames, ArrayList< Long> timings) {
if (frames == null || timings == null) {//so that constructor super(null,null) cause this to throw NullPointerException
return;
}
this.frames = frames;
this.timings.clear();
for (long animTime : timings) {
totalAnimationDuration += animTime;
this.timings.add(totalAnimationDuration);
}
}
}
class GamePanel extends JPanel {
private final static RenderingHints textRenderHints = new RenderingHints(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
private final static RenderingHints imageRenderHints = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
private final static RenderingHints colorRenderHints = new RenderingHints(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
private final static RenderingHints interpolationRenderHints = new RenderingHints(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
private final static RenderingHints renderHints = new RenderingHints(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
public static AtomicBoolean running = new AtomicBoolean(false), paused = new AtomicBoolean(false);
private int width, height, frameCount = 0, fps = 0;
private ArrayList<Entity> entities = new ArrayList<>();
private final Random random = new Random();
public GamePanel(int w, int h) {
super(true);//make sure double buffering is enabled
setIgnoreRepaint(true);//mustnt repaint itself the gameloop will do that
width = w;
height = h;
}
@Override
public Dimension getPreferredSize() {
return new Dimension(width, height);
}
public void addEntity(Entity e) {
entities.add(e);
}
void clearEntities() {
entities.clear();
}
//Only run this in another Thread!
public void gameLoop() {
//This value would probably be stored elsewhere.
final double GAME_HERTZ = 30.0;
//Calculate how many ns each frame should take for our target game hertz.
final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
//At the very most we will update the game this many times before a new render.
//If you're worried about visual hitches more than perfect timing, set this to 1.
final int MAX_UPDATES_BEFORE_RENDER = 5;
//We will need the last update time.
double lastUpdateTime = System.nanoTime();
//Store the last time we rendered.
double lastRenderTime = System.nanoTime();
//If we are able to get as high as this FPS, don't render again.
final double TARGET_FPS = 60;
final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
//Simple way of finding FPS.
int lastSecondTime = (int) (lastUpdateTime / 1000000000);
//store the time we started this will be used for updating map and charcter animations
long currTime = System.currentTimeMillis();
while (running.get()) {
if (!paused.get()) {
double now = System.nanoTime();
long elapsedTime = System.currentTimeMillis() - currTime;
currTime += elapsedTime;
int updateCount = 0;
//Do as many game updates as we need to, potentially playing catchup.
while (now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER) {
updateGame(elapsedTime);//Update the entity movements and collision checks etc (all has to do with updating the games status i.e call move() on Enitites)
lastUpdateTime += TIME_BETWEEN_UPDATES;
updateCount++;
}
//If for some reason an update takes forever, we don't want to do an insane number of catchups.
//If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
if (now - lastUpdateTime > TIME_BETWEEN_UPDATES) {
lastUpdateTime = now - TIME_BETWEEN_UPDATES;
}
drawGame();//draw the game by invokeing repaint (which will call paintComponent) on this JPanel
lastRenderTime = now;
//Update the frames we got.
int thisSecond = (int) (lastUpdateTime / 1000000000);
if (thisSecond > lastSecondTime) {
//System.out.println("NEW SECOND " + thisSecond + " " + frameCount);
fps = frameCount;
frameCount = 0;
lastSecondTime = thisSecond;
}
//Yield until it has been at least the target time between renders. This saves the CPU from hogging.
while (now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES) {
//allow the threading system to play threads that are waiting to run.
Thread.yield();
//This stops the app from consuming all your CPU. It makes this slightly less accurate, but is worth it.
//You can remove this line and it will still work (better), your CPU just climbs on certain OSes.
//FYI on some OS's this can cause pretty bad stuttering. Scroll down and have a look at different peoples' solutions to this.
//On my OS(Windows 7 x64 intel i3) it does not allow for time to make enityt etc move thus all stands still
try {
Thread.sleep(1);
} catch (Exception e) {
}
now = System.nanoTime();
}
}
}
fps = 0;//no more running set fps to 0
}
private void drawGame() {
//Both revalidate and repaint are thread-safe — you need not invoke them from the event-dispatching thread. http://docs.oracle.com/javase/tutorial/uiswing/layout/howLayoutWorks.html
repaint();
}
private void updateGame(long elapsedTime) {
updateEntityMovements(elapsedTime);
checkForCollisions();
}
private void checkForCollisions() {
if (entities.get(0).intersects(entities.get(2)) || entities.get(1).intersects(entities.get(2))) {
if (entities.get(2).LEFT) {
entities.get(2).RIGHT = true;
entities.get(2).LEFT = false;
} else {
entities.get(2).LEFT = true;
entities.get(2).RIGHT = false;
}
System.out.println("Intersecting");
} /*
//This is best used when images have transparent and non-transparent pixels (only detects pixel collisions of non-transparent pixels)
if (entities.get(0).checkPerPixelCollision(entities.get(2)) | entities.get(1).checkPerPixelCollision(entities.get(2))) {
if (entities.get(2).LEFT) {
entities.get(2).RIGHT = true;
entities.get(2).LEFT = false;
} else {
entities.get(2).LEFT = true;
entities.get(2).RIGHT = false;
}
System.out.println("Intersecting");
}
*/
}
private void updateEntityMovements(long elapsedTime) {
for (Entity e : entities) {
e.update(elapsedTime);
e.move();
}
}
@Override
protected void paintComponent(Graphics grphcs) {
super.paintComponent(grphcs);
Graphics2D g2d = (Graphics2D) grphcs;
applyRenderHints(g2d);
drawBackground(g2d);
drawEntitiesToScreen(g2d);
drawFpsCounter(g2d);
frameCount++;
}
public static void applyRenderHints(Graphics2D g2d) {
g2d.setRenderingHints(textRenderHints);
g2d.setRenderingHints(imageRenderHints);
g2d.setRenderingHints(colorRenderHints);
g2d.setRenderingHints(interpolationRenderHints);
g2d.setRenderingHints(renderHints);
}
private void drawEntitiesToScreen(Graphics2D g2d) {
for (Entity e : entities) {
if (e.isVisible()) {
g2d.drawImage(e.getCurrentImage(), (int) e.getX(), (int) e.getY(), null);
}
}
}
private void drawFpsCounter(Graphics2D g2d) {
g2d.setColor(Color.WHITE);
g2d.drawString("FPS: " + fps, 5, 10);
}
private void drawBackground(Graphics2D g2d) {
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, getWidth(), getHeight());
//thanks to trashgod for lovely testing background :) http://stackoverflow.com/questions/3256269/jtextfields-on-top-of-active-drawing-on-jpanel-threading-problems/3256941#3256941
g2d.setColor(Color.BLACK);
for (int i = 0; i < 128; i++) {
g2d.setColor(new Color(random.nextInt(256), random.nextInt(256), random.nextInt(256)));//random color
g2d.drawLine(getWidth() / 2, getHeight() / 2, random.nextInt(getWidth()), random.nextInt(getHeight()));
}
}
}
答案 1 :(得分:6)
这可能是KeyListener
提供的低级别访问的合法用例。见How to Write a Key Listener和KeyEventDemo
;不要忘记requestFocusInWindow()
。还考虑为一个播放器提供键盘控制,为另一个播放器提供鼠标控制。
附录:@David Kroukamp使用键绑定引用了一个吸引人的counter-example。作为参考,引用的示例here说明了管理关键偏好的一种方法。