我是新手,我试图使正方形移动,但仅当释放键(例如W)时才可,但是当我按住键时,正方形会移动
KeyListener类
我要确保已按下某个键,如果仍然按下该键,则应该返回false,但是如果按下然后释放则返回true 包javaGD.GameAssistant.Input;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class KeyManager implements KeyListener {
private boolean[] keys;
public KeyManager() {
keys = new boolean[256];
}
@Override
public void keyPressed(KeyEvent e) {
keys[e.getKeyCode()] = true;
}
@Override
public void keyReleased(KeyEvent e) {
keys[e.getKeyCode()] = false;
}
@Override
public void keyTyped(KeyEvent e) {
}
public boolean KeyPressed(int keycode) {
return keys[keycode];
}
public boolean KeyReleased(int keycode) {
return keys[keycode];
}
}
正方形应移动到的位置。 KeyListener继承自GameAssistant(JFrame是使用KeyListener创建的)
package TestCode;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import javaGD.GameAssistant.GameAssistant;
public class Game extends GameAssistant {
public int x, xSpeed, y, ySpeed;
public Game(String title, int width, int height, boolean makeResizable) {
super(title, width, height, makeResizable);
}
@Override
public void setup() {
x = 0;
y = 0;
xSpeed = 5;
ySpeed = 5;
}
@Override
public void update() {
if (this.Keyboard().KeyReleased(KeyEvent.VK_D)) {
x += xSpeed;
}
if (this.Keyboard().KeyReleased(KeyEvent.VK_A)) {
x -= xSpeed;
}
if (this.Keyboard().KeyReleased(KeyEvent.VK_W)) {
y -= ySpeed;
}
if (this.Keyboard().KeyReleased(KeyEvent.VK_S)) {
y += ySpeed;
}
}
@Override
public void draw(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(x, y, 20, 20);
}
}
答案 0 :(得分:1)
KeyReleased
应该返回!keys[keycode]
,否则释放时返回false
,按下时返回true
public boolean KeyReleased(int keycode) {
return !keys[keycode];
}
我还建议在KeyListener
上使用Key bindings API,因为它更可靠和可重复使用。
如果您仅计划有限数量的输入操作,则可以使用Set
和enum
,这样您就可以将“方式”与“内容”分离。
您的update
方法不在乎“如何”管理输入,只在乎“状态是什么”
从概念上讲,也许...
public enum GameInput {
UP, DOWN, LEFT, RIGHT;
}
public class KeyManager implements KeyListener {
private Set<GameInput> inputs = new HashSet<>();
public KeyManager() {
}
@Override
public void keyPressed(KeyEvent e) {
// Check the key code, verify if it's one of the configured
// actions keys
// The key code could come from a configuration file which might
// be customisable by the user...
if (e.getKeyCode() == KeyEvent.VK_W) {
inputs.add(GameInput.UP);
} else if (e.getKeyCode() == KeyEvent.VK_S) {
// etc...
} // etc...
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W) {
inputs.remove(GameInput.UP);
} else if (e.getKeyCode() == KeyEvent.VK_S) {
// etc...
} // etc...
}
@Override
public void keyTyped(KeyEvent e) {
}
public boolean isKeyPressed(GameInput input) {
return inputs.contains(input);
}
public boolean isKeyReleased(GameInput input) {
return !isKeyPressed(input);
}
}
您的update
方法可能看起来像...
@Override
public void update() {
if (this.Keyboard().isKeyReleased(GameInput.RIGHT)) {
x += xSpeed;
}
if (this.Keyboard().isKeyReleased(GameInput.LEFT)) {
x -= xSpeed;
}
if (this.Keyboard().isKeyReleased(GameInput.UP)) {
y -= ySpeed;
}
if (this.Keyboard().isKeyReleased(GameInput.DOWN)) {
y += ySpeed;
}
}
现在,您的update
方法不在乎“如何”生成输入,而只在设置(或不设置)输入时该怎么做。
我个人将使用InputManager
类并进一步解耦它,因此可以通过其他方式(例如按钮,鼠标输入,游戏手柄等)来生成输入。
从概念上讲,这应该可行。我说“从概念上讲”,是因为在测试时遇到了许多“怪异”的问题,这些问题我对Java(1.8)或MacOS都无能为力-或者因为它们是两者的结合...更多详细信息,请参见下文...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.HashSet;
import java.util.Set;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Box box = new Box();
public TestPane() {
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "Up.pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), "Up.released");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "Down.pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), "Down.released");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "Left.pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, true), "Left.released");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), "Right.pressed");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, true), "Right.released");
am.put("Up.pressed", new KeyAction(InputAction.UP, true));
am.put("Up.released", new KeyAction(InputAction.UP, false));
am.put("Down.pressed", new KeyAction(InputAction.DOWN, true));
am.put("Down.released", new KeyAction(InputAction.DOWN, false));
am.put("Left.pressed", new KeyAction(InputAction.LEFT, true));
am.put("Left.released", new KeyAction(InputAction.LEFT, false));
am.put("Right.pressed", new KeyAction(InputAction.RIGHT, true));
am.put("Right.released", new KeyAction(InputAction.RIGHT, false));
Timer timer = new Timer(5, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
box.update(getBounds());
repaint();
}
});
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
box.draw(g);
}
}
public class Box {
public int x, xSpeed, y, ySpeed, width, height;
public Box() {
x = 0;
y = 0;
xSpeed = 1;
ySpeed = 1;
width = 10;
height = 10;
}
public void update(Rectangle bounds) {
if (!InputManager.INSTANCE.isSet(InputAction.LEFT)) {
x -= xSpeed;
}
if (!InputManager.INSTANCE.isSet(InputAction.RIGHT)) {
x += xSpeed;
}
if (InputManager.INSTANCE.isSet(InputAction.UP) && InputManager.INSTANCE.isSet(InputAction.DOWN)) {
//
} else if (!InputManager.INSTANCE.isSet(InputAction.UP)) {
y -= ySpeed;
} else if (!InputManager.INSTANCE.isSet(InputAction.DOWN)) {
y += ySpeed;
}
if (x < bounds.x) {
x = 0;
} else if (x + width > (bounds.x + bounds.width)) {
x = bounds.x + (bounds.width - width);
}
if (y < bounds.y) {
y = 0;
} else if (y + height > (bounds.y + bounds.height)) {
y = bounds.y + (bounds.height - height);
}
}
public void draw(Graphics g) {
g.setColor(Color.BLACK);
g.fillRect(x, y, width, height);
}
}
public enum InputAction {
UP, DOWN, LEFT, RIGHT;
}
public enum InputManager {
INSTANCE;
private Set<InputAction> actions = new HashSet<>();
public void set(InputAction action) {
actions.add(action);
}
public void remove(InputAction action) {
actions.remove(action);
}
public boolean isSet(InputAction action) {
return actions.contains(action);
}
}
public class KeyAction extends AbstractAction {
private InputAction action;
private boolean apply;
public KeyAction(InputAction action, boolean apply) {
this.action = action;
this.apply = apply;
}
@Override
public void actionPerformed(ActionEvent e) {
System.out.println("!");
if (apply) {
System.out.println("Apply " + action);
InputManager.INSTANCE.set(action);
} else {
System.out.println("Remove " + action);
InputManager.INSTANCE.remove(action);
}
}
}
}
在测试上面的示例时,我遇到了一个奇怪的问题,以前从未见过(不是我最近一直在做这种事情)。
使用KeyListener
时,如果我按下(并按住)两个按钮,则可以看到“按下”动作,但是没有重复的事件,这是我通常期望的(对于任何键)。当我松开琴键时,我看到了“释放”动作,但是当我按下(并按住它)时,没有生成新的“按下”动作。
我尝试了键绑定API(如上所述),但仍然没有成功(相似的结果)。
然后我将AWTEventListener
直接附加到事件队列并监视所有按键。
我注意到,有时(甚至只是反复敲击一个键)可能不会生成“按下”。
我还注意到按住一个或多个键,再次释放并再次按下某个键(通常不是这样)并不会产生新的按下事件(仅释放事件)
我正在使用macOS 10.13.6和Java 1.8.0_144-b01-这可能是其中之一,也可能是两者都存在错误,但是我没有办法进行测试
因此,从Java 1.8更新到Java 1.10之后,上述问题似乎已得到解决-但是,这突出了另一个硬件问题,即一次只能按下一定数量的键,请参见{{ 3}},了解更多详情