当我按下A'什么都不做我正在制作游戏,而且我没有看到任何错误的书面代码。
如果你有兴趣在2D简单生存游戏中放什么,请告诉你。
我没有收到任何错误。
$TitleTarg = array(
'1'=>$row_rsTargTitles['description1'],
'2'=>$row_rsTargTitles['description2'],
'3'=>$row_rsTargTitles['description3'],
'4'=>$row_rsTargTitles['description4'],
'5'=>$row_rsTargTitles['description5],
ad nauseum to 100
);
答案 0 :(得分:4)
你没有JButton并且没有调用addActionListener(...)
,所以它不起作用是有意义的。解决方案:添加JButton并将ActionListener添加到该按钮。此外,您的问题表明ActionListener不起作用,但您的注释看起来在一个已失效的KeyListener中。这表明你真的想看看Swing教程。您可以在此处找到Swing教程和其他Swing资源的链接:Swing Info。
其他评论:
1) 重
我没有收到任何错误。
缺少编译错误并不意味着没有逻辑错误(正如您所发现的那样)。
2) 永远不要在paintComponent方法中启动Timer。这种方法应仅用于绘画和绘画。
3)要响应A
按键,请使用键绑定。上面链接的教程将向您展示如何使用它们。
例如:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
// public class Player extends JPanel implements ActionListener {
public class Player extends JPanel { // !! avoid having GUI's implement listener interfaces
private static final int TIME_DELAY = 15; // avoid magic numbers
private static final int PREF_W = 400;
private static final int PREF_H = PREF_W;
Timer time = new Timer(TIME_DELAY, new TimerListener());
double x = 0;
double velX = 2;
double y = 0;
double velY = 2;
public Player() {
// start timer here!
time.start();
setKeyBindings();
}
private void setKeyBindings() {
// get action and input maps
int condition = WHEN_IN_FOCUSED_WINDOW;
InputMap inputMap = getInputMap(condition);
ActionMap actionMap = getActionMap();
// get keystroke
KeyStroke aKeyStroke = KeyStroke.getKeyStroke(KeyEvent.VK_A, 0);
// bind keystroke with an action
inputMap.put(aKeyStroke, aKeyStroke.toString());
actionMap.put(aKeyStroke.toString(), new A_Action());
}
@Override
//!! public void paintComponent(Graphics g) {
protected void paintComponent(Graphics g) { // should be protected not public
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
Ellipse2D circle = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(circle);
}
@Override //!! make bigger
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class A_Action extends AbstractAction {
@Override
public void actionPerformed(ActionEvent e) {
System.out.println("A key pressed");
x++;
y++;
repaint();
}
}
public void actionPerformed(ActionEvent e) {
// x += velX;
// y += velY;
// x = x + velX;
// y = y + velY;
repaint();
}
private class TimerListener implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
// TODO: move x and y
repaint();
}
}
private static void createAndShowGui() {
Player mainPanel = new Player();
JFrame frame = new JFrame("Player");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
这是一个更完整的例子,它可以在Timer的ActionListener中完成所有移动。它使用名为Direction的枚举以及将四个方向枚举值绑定到布尔值的Map。 Key Bindings将改变Map中的布尔值,即它。例如,如果按下向上箭头,则与Direction.UP关联的Map的布尔值将为true。释放该键后,与相同Direction.UP键关联的Map值将更改为false。 Timer的ActionListener将迭代四个方向枚举,检查每个枚举的Map值,然后如果关联的布尔值为true,则按方向规定的方向移动精灵。好处包括能够同时响应多个按键:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.Ellipse2D;
import java.util.EnumMap;
import java.util.Map;
import javax.swing.*;
@SuppressWarnings("serial")
public class MoveCircle extends JPanel {
private static final int TIME_DELAY = 15; // avoid magic numbers
private static final int PREF_W = 600;
private static final int PREF_H = PREF_W;
Timer time = new Timer(TIME_DELAY, new TimerListener());
// key presses and releases will change the boolean values held in this Map
// When an arrow key is pressed, the direction-corresponding boolean is set true
// and likewise when the arrow key is released the direction corresponding boolean is false
private Map<Direction, Boolean> dirMap = new EnumMap<>(Direction.class);
private double x = 0;
private double velX = 2;
private double y = 0;
private double velY = 2;
public MoveCircle() {
setKeyBindings();
time.start();
}
private void setKeyBindings() {
int condition = WHEN_IN_FOCUSED_WINDOW;
InputMap inputMap = getInputMap(condition);
ActionMap actionMap = getActionMap();
// iterate through all the Direction enums
for (Direction direction : Direction.values()) {
// set all values to false
dirMap.put(direction, false);
// create two key strokes, one for pressed and one for released
int keyValue = direction.getKeyValue();
KeyStroke pressedKey = KeyStroke.getKeyStroke(keyValue, 0, false);
KeyStroke releasedKey = KeyStroke.getKeyStroke(keyValue, 0, true);
// create two Actions, one for pressed, one for released
Action pressedAction = new KeyAction(direction, true);
Action releasedAction = new KeyAction(direction, false);
// add keystroke to inputMap and use keystroke's toString as binding link
inputMap.put(pressedKey, pressedKey.toString());
inputMap.put(releasedKey, releasedKey.toString());
// link binding links to our actions
actionMap.put(pressedKey.toString(), pressedAction);
actionMap.put(releasedKey.toString(), releasedAction);
}
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
// draw smooth circles
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
Ellipse2D circle = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(circle);
}
@Override
public Dimension getPreferredSize() {
if (isPreferredSizeSet()) {
return super.getPreferredSize();
}
return new Dimension(PREF_W, PREF_H);
}
private class KeyAction extends AbstractAction {
private Direction direction;
private boolean pressed;
public KeyAction(Direction direction, boolean pressed) {
this.direction = direction;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent e) {
dirMap.put(direction, pressed); // key press simply changes the map, that's it.
}
}
private class TimerListener implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
// if JPanel no longer displayed, stop the Timer
if (!MoveCircle.this.isDisplayable()) {
((Timer) e.getSource()).stop();
}
// here's the key: iterate through the Direction enum
for (Direction direction : Direction.values()) {
// get corresponding boolean from dirMap
// and if true, change location of x and y
if (dirMap.get(direction)) {
x += velX * direction.getDeltaX();
y += velY * direction.getDeltaY();
}
}
repaint();
}
}
private static void createAndShowGui() {
MoveCircle mainPanel = new MoveCircle();
JFrame frame = new JFrame("Move Circle");
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.getContentPane().add(mainPanel);
frame.pack();
frame.setLocationByPlatform(true);
frame.setVisible(true);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGui();
}
});
}
}
enum Direction {
UP("Up", KeyEvent.VK_UP, 0, -1),
DOWN("Down", KeyEvent.VK_DOWN, 0, 1),
LEFT("Left", KeyEvent.VK_LEFT, -1, 0),
RIGHT("Right", KeyEvent.VK_RIGHT, 1, 0);
private String text;
private int keyValue; // KeyEvent.VK_?
private int deltaX;
private int deltaY;
Direction(String text, int keyValue, int deltaX, int deltaY) {
this.text = text;
this.keyValue = keyValue;
this.deltaX = deltaX;
this.deltaY = deltaY;
}
public String getText() {
return text;
}
public int getKeyValue() {
return keyValue;
}
@Override
public String toString() {
return text;
}
public int getDeltaX() {
return deltaX;
}
public int getDeltaY() {
return deltaY;
}
}
答案 1 :(得分:0)
public class Player extends JPanel implements ActionListener, KeyListener{
您还应该实现keylistener来监听按键。 ActionListener处理按钮单击。