如何在Java中创建可用的KeyReleased方法

时间:2018-08-15 21:32:59

标签: java swing keylistener

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);

}

}

1 个答案:

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Setenum,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。

可运行的示例...

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);
            }
        }
    }
}

TL; DR

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

更新...

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