我注意到,在按住键的同时,键被读取之间有一个短暂的延迟。我的意思是这个;按住任何键并密切观察。模式如下:h.....hhhhhhhhhhhhhhhhhhhhhh
其中.
表示暂停。这很好,因为当我们输入时,尝试写一个字母会更难,例如' I&#39 ;.
但是如果我们想制作游戏怎么办?我的意思是,我们不喜欢延迟。这是我的问题。现在,让我告诉你我的代码:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Tutorial3{
static MyPanel panel;
public static void main(String[] agrs){
createAndStartGui();
new gameplay();
}
static void createAndStartGui(){
JFrame f = new JFrame("tutorial 3");
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().setPreferredSize(new Dimension(500, 300));
f.addKeyListener(new MyKeyListener());
panel = new MyPanel();
f.add(panel);
f.pack();
f.setVisible(true);
}
}
class gameplay {
static String current_key = "stop";
public gameplay(){
begin();
}
void begin(){
while (true){
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
Logger.getLogger(Tutorial3.class.getName()).log(Level.SEVERE, null, ex);
}
Tutorial3.panel.user.move(current_key);
Tutorial3.panel.repaint();
System.out.println(current_key);
current_key = "stop";
}
}
static void key_event(){
}
}
class MyKeyListener extends KeyAdapter{
public void keyPressed(KeyEvent e){
int keyCode = e.getKeyCode();
switch(keyCode){
case KeyEvent.VK_UP:
gameplay.current_key = "up";
break;
case KeyEvent.VK_DOWN:
gameplay.current_key = "down";
break;
case KeyEvent.VK_LEFT:
gameplay.current_key = "left";
break;
case KeyEvent.VK_RIGHT:
gameplay.current_key = "right";
break;
default:
gameplay.current_key = "stop";
}
}
}
class MyRectangle{
int x;
int y;
public MyRectangle(int x, int y){
this.x = x;
this.y = y;
}
void move(String direction){
switch (direction){
case "up":
this.y -= 10;
break;
case "down":
this.y += 10;
break;
case "left":
this.x -= 10;
break;
case "right":
this.x += 10;
break;
default:
break;
}
}
}
class MyPanel extends JPanel{
MyRectangle user = new MyRectangle(10, 10);
public MyPanel(){
}
public void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g.drawRect(user.x, user.y, 10, 10);
}
}
代码基本上在JPanel上创建一个正方形,并根据用户的输入移动它(右箭头将方形向右移动10个像素)。一切都很好,除了有一个延迟,破坏了经验。
我读过这个问题:Ignoring delay when a key is held down?但遗憾的是,它似乎只适用于JavaScript。有什么帮助吗?
我也很欣赏这类现有问题的链接(我可能错过了)。
答案 0 :(得分:3)
您现在正在做的是在每100毫秒后将current_key
设置为“停止”,并听取keyPressed
再次指定方向。这个问题是你受到keyPressed
被解雇的频率的限制。
您真正想要做的是在按下方向时开始移动,在释放按键时停止移动。
执行此操作的一种简单方法是从主循环中删除停止行,而在keyReleased
中设置MyKeyListener
方法,将current_key
设置为“停止”。
这样,只要按下一个键,我们就会一直向那个方向移动,直到它被释放。
e.g。
class gameplay {
static String current_key = "stop";
public gameplay() {
begin();
}
void begin() {
while (true) {
try {
Thread.sleep(100);
} catch (InterruptedException ex) {
Logger.getLogger(Tutorial3.class.getName()).log(Level.SEVERE, null, ex);
}
Tutorial3.panel.user.move(current_key);
Tutorial3.panel.repaint();
System.out.println(current_key);
// current_key = "stop"; // only "stop" when the key is released
}
}
static void key_event() {}
}
class MyKeyListener extends KeyAdapter {
// set direction to "stop" when a key is released
@Override
public void keyReleased(KeyEvent e) {
gameplay.current_key = "stop";
}
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
switch (keyCode) {
case KeyEvent.VK_UP:
gameplay.current_key = "up";
break;
case KeyEvent.VK_DOWN:
gameplay.current_key = "down";
break;
case KeyEvent.VK_LEFT:
gameplay.current_key = "left";
break;
case KeyEvent.VK_RIGHT:
gameplay.current_key = "right";
break;
default:
gameplay.current_key = "stop";
}
}
}