我正在尝试制作一个简单的游戏,我需要我的宇宙飞船在其中心旋转(使用A和D键),并相对于它面向的方向(W和S键)移动。
我得到了运动和旋转的数学计算,但我对主要听众有疑问。
当我编译时,关键监听器在前几次按键时工作正常。但是,如果我按下A(按下时向左旋转)然后切换到D然后再次切换到A,它将停止工作。按键的任何其他组合也会导致这种情况。
基本上,如果我按键过多,最终会停止工作。如果我走得很慢,按下键后我会再次开始工作,我想要工作几次。但是,如果我一次按下一串键(按A,然后是D,然后快速连续按下W),那么它就会完全停止工作,并且所有按键都无法响应。
我认为这不是处理速度问题,因为程序不会崩溃或产生任何内存错误。
我已经阅读了类似的问题,并看到人们建议不使用KeyListeners,而是使用KeyBindings,但我尝试了两者并得到了完全相同的问题。
以下是我的程序的更新代码(尝试制作MCVE): 我在中间注释的部分是键绑定的代码。
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.math.*;
import java.net.URL;
public class Game extends JPanel implements ActionListener{
private Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
JFrame frame = new JFrame();
private Ship ship = new Ship();
private Timer gameTimer, turnRight, turnLeft, moveForward, moveBackward;
private static final int IFW = JComponent.WHEN_IN_FOCUSED_WINDOW;
public Game(){
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setTitle("Study Buddy Menu");
frame.setSize(800,700);
frame.setLocation(dim.width/2 - 400, dim.height/2 - 350);
turnLeft = new Timer(20, new ActionListener(){
public void actionPerformed(ActionEvent e) {
ship.setAngle(ship.getAngle() + ship.getTurnSpeed());
}
});
turnRight = new Timer(20, new ActionListener(){
public void actionPerformed(ActionEvent e) {
ship.setAngle(ship.getAngle() - ship.getTurnSpeed());
}
});
moveForward = new Timer(20, new ActionListener(){
public void actionPerformed(ActionEvent e) {
ship.setX(ship.getX() + (float)Math.cos(Math.toRadians(ship.getAngle())));
ship.setY(ship.getY() - (float)Math.sin(Math.toRadians(ship.getAngle())));
System.out.println("UP");
}
});
moveBackward = new Timer(20, new ActionListener(){
public void actionPerformed(ActionEvent e) {
ship.setX(ship.getX() - (float)Math.cos(Math.toRadians(ship.getAngle())));
ship.setY(ship.getY() + (float)Math.sin(Math.toRadians(ship.getAngle())));
System.out.println("DOWN");
}
});
this.setFocusable(true);
this.requestFocus();
/*getInputMap(IFW).put(KeyStroke.getKeyStroke('d'), "right");
getActionMap().put("right", new MoveAction("d"));
getInputMap(IFW).put(KeyStroke.getKeyStroke('a'), "left");
getActionMap().put("left", new MoveAction("a"));
getInputMap(IFW).put(KeyStroke.getKeyStroke('w'), "up");
getActionMap().put("up", new MoveAction("w"));
getInputMap(IFW).put(KeyStroke.getKeyStroke('s'), "down");
getActionMap().put("down", new MoveAction("s"));*/
this.addKeyListener(new KeyAdapter(){
public void keyPressed(KeyEvent e){
//TURN
if(e.getKeyCode() == KeyEvent.VK_D){
turnLeft.start();
turnRight.stop();
}
if(e.getKeyCode() == KeyEvent.VK_A){
turnRight.start();
turnLeft.stop();
}
//MOVE
if(e.getKeyCode() == KeyEvent.VK_W){
moveForward.start();
moveBackward.stop();
}
if(e.getKeyCode() == KeyEvent.VK_S){
moveBackward.start();
moveForward.stop();
}
}
public void keyReleased(KeyEvent e){
turnRight.stop();
turnLeft.stop();
moveForward.stop();
moveBackward.stop();
}
});
frame.add(this);
repaint();
gameTimer = new Timer(20, this);
gameTimer.start();
frame.setVisible(true);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
ship.draw(g);
}
public void actionPerformed(ActionEvent e) {
repaint();
}
private class MoveAction extends AbstractAction {
String d = null;
MoveAction(String direction) {
d = direction;
}
public void actionPerformed(ActionEvent e) {
switch (d){
case "d": turnLeft.start(); turnRight.stop();break;
case "a": turnRight.start(); turnLeft.stop();break;
case "w": moveForward.start(); moveBackward.stop();break;
case "s": moveBackward.start(); moveForward.stop();break;
}
}
}
class main {
public void main(String[] args) {
Game game = new Game();
}
}
class Ship {
private float x, y, radius, speed, angle, turnSpeed;
private Image icon;
public Ship(){
x = 400;
y = 350;
speed = 1;
radius = 20;
angle = 90;
turnSpeed = 5;
try {
icon = ImageIO.read(new URL("https://i.stack.imgur.com/L5DGx.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
//GETTERS
public float getX(){
return x;
}
public float getY(){
return y;
}
public float getTurnSpeed(){
return turnSpeed;
}
public float getAngle(){
return angle;
}
public float getRadius(){
return radius;
}
public float getSpeed(){
return speed;
}
public Image getIcon(){
return icon;
}
//SETTERS
public void setX(float X){
x = X;
}
public void setTurnSpeed(float S){
turnSpeed = S;
}
public void setY(float Y){
y = Y;
}
public void setAngle(float A){
angle = A;
}
public void setSpeed(float S){
speed = S;
}
public void setRadius(float R){
radius = R;
}
public void setIcon(Image image){
icon = image;
}
//DRAW
public void draw(Graphics g){
Graphics2D g2d = (Graphics2D) g;
AffineTransform at = new AffineTransform();
at.setToRotation(Math.toRadians(angle-90), x, y);
//at.translate(x, y);
g2d.setTransform(at);
g2d.drawImage(icon,(int)(x - radius), (int)(y - radius),(int)(radius * 2),(int)(radius * 2), null);
g2d.dispose();
}
}
}
答案 0 :(得分:2)
我正准备去睡觉所以我不能太深入地看待你的代码,但是一个表现良好的运动方法是这样的:
isTurningLeft
,isTurningRight
,isMovingForwards
,isMovingBackwards
。同时跟踪每个按钮非常重要,这样您就可以获得所有信息。例如,您可以执行以下操作:
double turnRate = 0;
if (isTurningLeft) {
turnRate -= maxTurnRate;
}
if (isTurningRight) {
turnRate += maxTurnRate;
}
rotationAngle += timeElapsed * turnRate;
这样,如果两个按钮同时被按住,则转弯率只有0.这样可以避免许多奇怪的行为,比如坚持和口吃。但是,要做到这一点,您需要在一个地方知道两个按钮的状态。
修改的
我修改了你的程序作为例子:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.net.URL;
public class KeyListenerGame extends JPanel implements ActionListener{
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
new KeyListenerGame();
}
});
}
// private static final int IFW = JComponent.WHEN_IN_FOCUSED_WINDOW;
// private Dimension dim = Toolkit.getDefaultToolkit().getScreenSize();
private JFrame frame;
private Ship ship;
private Timer gameTimer;//, turnRight, turnLeft, moveForward, moveBackward;
private KeyBindingController controller;
// This is just an example. I recommend using
// the key bindings instead, even though they
// are a little more complicated to set up.
class KeyListenerController extends KeyAdapter {
boolean isTurningLeft;
boolean isTurningRight;
boolean isMovingForward;
boolean isMovingBackward;
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_A:
isTurningLeft = true;
break;
case KeyEvent.VK_D:
isTurningRight = true;
break;
case KeyEvent.VK_W:
isMovingForward = true;
break;
case KeyEvent.VK_S:
isMovingBackward = true;
break;
}
}
@Override
public void keyReleased(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_A:
isTurningLeft = false;
break;
case KeyEvent.VK_D:
isTurningRight = false;
break;
case KeyEvent.VK_W:
isMovingForward = false;
break;
case KeyEvent.VK_S:
isMovingBackward = false;
break;
}
}
}
// This could be simplified a lot with Java 8 features.
class KeyBindingController {
boolean isTurningLeft;
boolean isTurningRight;
boolean isMovingForward;
boolean isMovingBackward;
JComponent component;
KeyBindingController(JComponent component) {
this.component = component;
// Bind key pressed Actions.
bind(KeyEvent.VK_A, true, new AbstractAction("turnLeft.pressed") {
@Override
public void actionPerformed(ActionEvent e) {
isTurningLeft = true;
}
});
bind(KeyEvent.VK_D, true, new AbstractAction("turnRight.pressed") {
@Override
public void actionPerformed(ActionEvent e) {
isTurningRight = true;
}
});
bind(KeyEvent.VK_W, true, new AbstractAction("moveForward.pressed") {
@Override
public void actionPerformed(ActionEvent e) {
isMovingForward = true;
}
});
bind(KeyEvent.VK_S, true, new AbstractAction("moveBackward.pressed") {
@Override
public void actionPerformed(ActionEvent e) {
isMovingBackward = true;
}
});
// Bind key released Actions.
bind(KeyEvent.VK_A, false, new AbstractAction("turnLeft.released") {
@Override
public void actionPerformed(ActionEvent e) {
isTurningLeft = false;
}
});
bind(KeyEvent.VK_D, false, new AbstractAction("turnRight.released") {
@Override
public void actionPerformed(ActionEvent e) {
isTurningRight = false;
}
});
bind(KeyEvent.VK_W, false, new AbstractAction("moveForward.released") {
@Override
public void actionPerformed(ActionEvent e) {
isMovingForward = false;
}
});
bind(KeyEvent.VK_S, false, new AbstractAction("moveBackward.released") {
@Override
public void actionPerformed(ActionEvent e) {
isMovingBackward = false;
}
});
}
void bind(int keyCode, boolean onKeyPress, Action action) {
KeyStroke keyStroke = KeyStroke.getKeyStroke(keyCode, 0, !onKeyPress);
String actionName = (String) action.getValue(Action.NAME);
component.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW)
.put(keyStroke, actionName);
component.getActionMap()
.put(actionName, action);
}
}
public KeyListenerGame(){
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setTitle("Study Buddy Menu");
frame.add(this);
frame.pack();
frame.setLocationRelativeTo(null);
gameTimer = new Timer(20, this);
controller = new KeyBindingController(this);
ship = new Ship(getSize());
gameTimer.start();
frame.setVisible(true);
}
@Override
public void actionPerformed(ActionEvent e) {
double secsElapsed = gameTimer.getDelay() / 1000.0;
double maxSpeed = ship.getSpeed();
double maxTurnSpeed = ship.getTurnSpeed();
double theta = Math.toRadians( ship.getAngle() );
double x = ship.getX();
double y = ship.getY();
double turnSpeed = 0;
if (controller.isTurningLeft) {
turnSpeed -= maxTurnSpeed;
}
if (controller.isTurningRight) {
turnSpeed += maxTurnSpeed;
}
theta += secsElapsed * Math.toRadians(turnSpeed);
double speed = 0;
if (controller.isMovingForward) {
speed += maxSpeed;
}
if (controller.isMovingBackward) {
speed -= maxSpeed;
}
double velX = speed * Math.cos(theta);
double velY = speed * Math.sin(theta);
x += secsElapsed * velX;
y += secsElapsed * velY;
ship.setX( (float) x );
ship.setY( (float) y);
ship.setAngle( (float) Math.toDegrees(theta) );
repaint();
}
@Override
public Dimension getPreferredSize() {
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
// Computes a preferred size based on the
// dimensions of the screen size.
int prefWidth = screenSize.width / 2;
// Compute 4:3 aspect ratio.
int prefHeight = prefWidth * 3 / 4;
return new Dimension(prefWidth, prefHeight);
}
@Override
protected void paintComponent(Graphics g){
super.paintComponent(g);
ship.draw(g);
}
class Ship {
private float x, y, radius, speed, angle, turnSpeed;
private Image icon;
public Ship(Dimension gameSize) {
// x = 400;
// y = 350;
// speed = 1;
// radius = 20;
// angle = 90;
// turnSpeed = 5;
x = gameSize.width / 2;
y = gameSize.height / 2;
radius = 20;
angle = -90;
// 1/4 of the game height per second
speed = gameSize.height / 4;
// 180 degrees per second
turnSpeed = 180;
try {
icon = ImageIO.read(new URL("http://i.stack.imgur.com/L5DGx.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
//GETTERS
public float getX(){
return x;
}
public float getY(){
return y;
}
public float getTurnSpeed(){
return turnSpeed;
}
public float getAngle(){
return angle;
}
public float getRadius(){
return radius;
}
public float getSpeed(){
return speed;
}
public Image getIcon(){
return icon;
}
//SETTERS
public void setX(float X){
x = X;
}
public void setTurnSpeed(float S){
turnSpeed = S;
}
public void setY(float Y){
y = Y;
}
public void setAngle(float A){
angle = A;
}
public void setSpeed(float S){
speed = S;
}
public void setRadius(float R){
radius = R;
}
public void setIcon(Image image){
icon = image;
}
//DRAW
public void draw(Graphics g){
Graphics2D g2d = (Graphics2D) g.create();
//
// Draw the ship's movement vector.
double theta = Math.toRadians(angle);
double velX = speed * Math.cos(theta);
double velY = speed * Math.sin(theta);
g2d.setColor(java.awt.Color.blue);
g2d.draw(new java.awt.geom.Line2D.Double(x, y, x + velX, y + velY));
//
g2d.rotate(theta, x, y);
int imgX = (int) ( x - radius );
int imgY = (int) ( y - radius );
int imgW = (int) ( 2 * radius );
int imgH = (int) ( 2 * radius );
g2d.drawImage(icon, imgX, imgY, imgW, imgH, null);
//
g2d.dispose();
}
}
}
除了控件之外,我还改变了其他一些东西:
SwingUtilities.invokeLater(...)
开始Swing程序。这是因为Swing运行在与main
运行的线程不同的线程上。 https://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html JFrame
的大小,而是覆盖getPreferredSize
并根据屏幕尺寸计算初始尺寸,然后在pack()
上调用JFrame
。这比尝试静态设置像素大小要好得多。此外,JFrame
的大小包括其插图(例如标题栏),所以如果你打电话,例如jFrame.setSize(800,600)
显示游戏的内容窗格实际上比800x600
略小。ship.draw
我创建g
g.create()
的副本,因为g
是Swing个人使用的图形对象。对传入的Graphics
处理或设置转换这样的事情不是一个好主意。有一些方法可以使键绑定代码更好,但我只是以最明显的方式做到这一点,所以你可以清楚地看到我实际在做什么。您必须为按下和释放的事件设置绑定。但是你会注意到它有一个模式,所以你可以编写一个小类来执行泛型布尔逻辑,而不是像我那样复制和粘贴。
Java 8 lambdas也会很好,但是我的Java 8计算机坏了。使用Java 8,你最终会得到类似的东西:
bind(KeyEvent.VK_A, "moveLeft", b -> isMovingLeft = b);
和
void bind(int keyCode, String name, Consumer<Boolean> c) {
Action pressAction = new AbstractAction(name + ".pressed") {
@Override
public void actionPerformed(ActionEvent e) {
c.accept(true);
}
};
Action releaseAction = new AbstractAction(name + ".released") {
@Override
public void actionPerformed(ActionEvent e) {
c.accept(false);
}
};
// Then bind it to the InputMap/ActionMap like I did
// in the MCVE.
}