Java 事件驱动输入与基于回合的输入
我试图用JTextArea作为控制台/输出,JTextField作为用户输入来重新创建控制台游戏。由于GUI是事件驱动的,我不明白如何停止代码的执行,在继续执行之前等待用户输入。我能想到的唯一解决方案是While(userTurn)和userTurn将在actionlistener上更改为false有更好的方法吗 我的控制台解决方案Java 事件驱动输入与基于回合的输入,java,swing,jtextfield,Java,Swing,Jtextfield,我试图用JTextArea作为控制台/输出,JTextField作为用户输入来重新创建控制台游戏。由于GUI是事件驱动的,我不明白如何停止代码的执行,在继续执行之前等待用户输入。我能想到的唯一解决方案是While(userTurn)和userTurn将在actionlistener上更改为false有更好的方法吗 我的控制台解决方案 String getInput(String prompt){ String inputLine = null; console.se
String getInput(String prompt){
String inputLine = null;
console.setTextConsole(prompt + " ");
try{
BufferedReader is = new BufferedReader(new InputStreamReader(System.in));
inputLine = is.readLine();
if(inputLine.length() == 0) return null;
}catch(IOException e){
console.setTextConsole("IOException "+e);
}
return inputLine;
}
我刚刚调用了这个getInput方法,然后开始了下一轮
我想完成的是:
switchturntheprogram
和switchturntheuser
,我认为:
比赛的规则是谁拥有回合。只要统治者开始行动,其他统治者就必须等待。如何实现这一点
为了增强用户体验,启用/禁用按钮和文本字段可能会很有用。在这种情况下,您只需修改两种方法
switchturntheprogram
和switchturntheuser
,我已经编写了一个示例游戏,这样您就可以观察到它们之间的差异。计算机和用户尝试猜测0-2(含0-2)之间的随机数。谁做对了就赢。如果双方都做对了或都做错了,那就是平局
编辑:更新的GUI版本
以下是控制台程序:
import java.util.Random;
import java.util.Scanner;
public class ConsoleGame {
public static void main(String[] args) {
Scanner console = new Scanner(System.in);
Random rand = new Random();
boolean playAgain = false;
int wins = 0, losses = 0, draw = 0;
do {
int num = rand.nextInt(3); // 0-2 inclusive
System.out.println("Guess the number [0-2]: ");
int guess = Integer.parseInt(console.nextLine());
int computerGuess = rand.nextInt(3);
System.out.println("You: " + guess + "\tComputer: " + computerGuess + "\tNumber: " + num);
if (guess == num && computerGuess == num || guess != num && computerGuess != num) {
draw++;
System.out.println("Draw!");
} else if (guess == num) {
wins++;
System.out.println("You win!");
} else if (computerGuess == num) {
losses++;
System.out.println("Computer wins :(");
}
System.out.println("Play again [y/n]? ");
playAgain = console.nextLine().startsWith("y");
} while (playAgain);
System.out.println("Wins: " + wins + "\nLosses: " + losses + "\nDraw: " + draw);
console.close();
}
}
以下是GUI程序:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import javax.swing.JTextField;
public class GUIGame extends JFrame {
private JPanel contentPane;
private JTextField textField;
private JTextArea textArea;
private boolean textReceived;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
GUIGame frame = new GUIGame();
frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the frame.
*/
public GUIGame() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 450, 300);
contentPane = new JPanel();
contentPane.setLayout(new BorderLayout());
setContentPane(contentPane);
textField = new JTextField();
textField.addActionListener(new ActionListener() {
@Override
// user pressed 'enter' key,
public void actionPerformed(ActionEvent e) {
textReceived = true;
synchronized (textField) {
// notify game loop thread which is waiting on this event
textField.notifyAll();
}
}
});
contentPane.add(textField, BorderLayout.SOUTH);
JScrollPane scrollPane = new JScrollPane();
contentPane.add(scrollPane, BorderLayout.CENTER);
textArea = new JTextArea();
textArea.setFont(new Font("Consolas", Font.PLAIN, 12));
textArea.setLineWrap(true);
textArea.setWrapStyleWord(true);
textArea.setForeground(Color.LIGHT_GRAY);
textArea.setBackground(Color.BLACK);
textArea.setEditable(false);
scrollPane.setViewportView(textArea);
// Start game loop in new thread since we block the thread when
// waiting for input and we don't want to block the UI thread
new Thread(new Runnable() {
@Override
public void run() {
playGame();
}
}).start();
}
private void playGame() {
Random rand = new Random();
boolean playAgain = false;
int wins = 0, losses = 0, draw = 0;
do {
int num = rand.nextInt(3); // 0-2 inclusive
textArea.append("Guess the number [0-2]: \n");
int guess = Integer.parseInt(requestInput());
int computerGuess = rand.nextInt(3);
textArea.append("You: " + guess + "\tComputer: " + computerGuess + "\tNumber: " + num + "\n");
if (guess == num && computerGuess == num || guess != num && computerGuess != num) {
draw++;
textArea.append("Draw!\n");
} else if (guess == num) {
wins++;
textArea.append("You win!\n");
} else if (computerGuess == num) {
losses++;
textArea.append("Computer wins :(\n");
}
textArea.append("Play again [y/n]? \n");
playAgain = requestInput().startsWith("y");
} while (playAgain);
textArea.append("Wins: " + wins + "\nLosses: " + losses + "\nDraw: " + draw + "\n");
}
private String requestInput() {
textField.setEnabled(true);
textField.requestFocus();
// wait on text field till UI thread signals a user input event
synchronized (textField) {
while (!textReceived) {
try {
textField.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
String input = textField.getText();
textField.setText("");
textField.setEnabled(false);
textReceived = false;
return input;
}
}
我已经编写了一个示例游戏,这样你就可以观察到其中的差异。计算机和用户尝试猜测0-2(含0-2)之间的随机数。谁做对了就赢。如果双方都做对了或都做错了,那就是平局 编辑:更新的GUI版本 以下是控制台程序:
import java.util.Random;
import java.util.Scanner;
public class ConsoleGame {
public static void main(String[] args) {
Scanner console = new Scanner(System.in);
Random rand = new Random();
boolean playAgain = false;
int wins = 0, losses = 0, draw = 0;
do {
int num = rand.nextInt(3); // 0-2 inclusive
System.out.println("Guess the number [0-2]: ");
int guess = Integer.parseInt(console.nextLine());
int computerGuess = rand.nextInt(3);
System.out.println("You: " + guess + "\tComputer: " + computerGuess + "\tNumber: " + num);
if (guess == num && computerGuess == num || guess != num && computerGuess != num) {
draw++;
System.out.println("Draw!");
} else if (guess == num) {
wins++;
System.out.println("You win!");
} else if (computerGuess == num) {
losses++;
System.out.println("Computer wins :(");
}
System.out.println("Play again [y/n]? ");
playAgain = console.nextLine().startsWith("y");
} while (playAgain);
System.out.println("Wins: " + wins + "\nLosses: " + losses + "\nDraw: " + draw);
console.close();
}
}
以下是GUI程序:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import javax.swing.JTextField;
public class GUIGame extends JFrame {
private JPanel contentPane;
private JTextField textField;
private JTextArea textArea;
private boolean textReceived;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
GUIGame frame = new GUIGame();
frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the frame.
*/
public GUIGame() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 450, 300);
contentPane = new JPanel();
contentPane.setLayout(new BorderLayout());
setContentPane(contentPane);
textField = new JTextField();
textField.addActionListener(new ActionListener() {
@Override
// user pressed 'enter' key,
public void actionPerformed(ActionEvent e) {
textReceived = true;
synchronized (textField) {
// notify game loop thread which is waiting on this event
textField.notifyAll();
}
}
});
contentPane.add(textField, BorderLayout.SOUTH);
JScrollPane scrollPane = new JScrollPane();
contentPane.add(scrollPane, BorderLayout.CENTER);
textArea = new JTextArea();
textArea.setFont(new Font("Consolas", Font.PLAIN, 12));
textArea.setLineWrap(true);
textArea.setWrapStyleWord(true);
textArea.setForeground(Color.LIGHT_GRAY);
textArea.setBackground(Color.BLACK);
textArea.setEditable(false);
scrollPane.setViewportView(textArea);
// Start game loop in new thread since we block the thread when
// waiting for input and we don't want to block the UI thread
new Thread(new Runnable() {
@Override
public void run() {
playGame();
}
}).start();
}
private void playGame() {
Random rand = new Random();
boolean playAgain = false;
int wins = 0, losses = 0, draw = 0;
do {
int num = rand.nextInt(3); // 0-2 inclusive
textArea.append("Guess the number [0-2]: \n");
int guess = Integer.parseInt(requestInput());
int computerGuess = rand.nextInt(3);
textArea.append("You: " + guess + "\tComputer: " + computerGuess + "\tNumber: " + num + "\n");
if (guess == num && computerGuess == num || guess != num && computerGuess != num) {
draw++;
textArea.append("Draw!\n");
} else if (guess == num) {
wins++;
textArea.append("You win!\n");
} else if (computerGuess == num) {
losses++;
textArea.append("Computer wins :(\n");
}
textArea.append("Play again [y/n]? \n");
playAgain = requestInput().startsWith("y");
} while (playAgain);
textArea.append("Wins: " + wins + "\nLosses: " + losses + "\nDraw: " + draw + "\n");
}
private String requestInput() {
textField.setEnabled(true);
textField.requestFocus();
// wait on text field till UI thread signals a user input event
synchronized (textField) {
while (!textReceived) {
try {
textField.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
String input = textField.getText();
textField.setText("");
textField.setEnabled(false);
textReceived = false;
return input;
}
}
为什么你问了10个问题,却只接受了一个答案?是两个对手的游戏还是一个对手对电脑的游戏?事件驱动代码的意思是,作为事件结果执行的代码。当用户按下Enter键时,您只执行执行播放器命令的代码。你可以为对手的回合设置另一个按钮,该按钮将执行对手的回合代码。为什么你问了10个问题,却只接受了一个答案?是两个对手的游戏,还是一个对手对计算机的游戏?事件驱动代码的意思是,作为事件结果执行的代码。当用户按下Enter键时,您只执行执行播放器命令的代码。你可以为对手的回合设置另一个按钮,该按钮将执行对手的回合代码。我要寻找的部分是等待用户按enter键,而无需继续执行Java swing中立即出现的代码:你只需打开并绘制JPanel,添加侦听器,然后结束。面板将保持打开状态,并且有一个后台线程监听用户事件,该线程将调用连接到按钮的actionListener。我要查找的部分是等待用户按enter键,而不继续执行Java swing中立即出现的代码:您只需打开并绘制JPanel,添加侦听器,然后结束。面板将保持打开状态,并且有一个后台线程正在监听用户事件,该线程将调用连接到按钮的actionListener。干杯,我想我开始明白了。如果你能向我解释的话,还有一件事是,如果我期望不同的输入,例如,在游戏开始时,我希望用户输入他的名字,然后期望他按F键,然后按A/g键,等等。你可以通过传递提示来实现这一点,但这似乎不是最普遍的方式。有不同的方式吗?比回读文本区好吗?@Higeath是的,事实上有一种更好、更直观的方法。虽然它与您在问题中提到的建议解决方案类似,但这种称为忙等待的技术会占用CPU资源。阻塞via是一个更好的选择,请参阅更新的答案。干杯,我想我开始明白了。如果你能向我解释的话,还有一件事是,如果我期望不同的输入,例如,在游戏开始时,我希望用户输入他的名字,然后期望他按F键,然后按A/g键,等等。你可以通过传递提示来实现这一点,但这似乎不是最普遍的方式。有不同的方式吗?比回读文本区好吗?@Higeath是的,事实上有一种更好、更直观的方法。虽然它与您在问题中提到的建议解决方案类似,但这种称为忙等待的技术会占用CPU资源。阻塞via是更好的选择,请参阅更新的答案。
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
import javax.swing.JTextArea;
import javax.swing.JTextField;
public class GUIGame extends JFrame {
private JPanel contentPane;
private JTextField textField;
private JTextArea textArea;
private boolean textReceived;
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
GUIGame frame = new GUIGame();
frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the frame.
*/
public GUIGame() {
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(100, 100, 450, 300);
contentPane = new JPanel();
contentPane.setLayout(new BorderLayout());
setContentPane(contentPane);
textField = new JTextField();
textField.addActionListener(new ActionListener() {
@Override
// user pressed 'enter' key,
public void actionPerformed(ActionEvent e) {
textReceived = true;
synchronized (textField) {
// notify game loop thread which is waiting on this event
textField.notifyAll();
}
}
});
contentPane.add(textField, BorderLayout.SOUTH);
JScrollPane scrollPane = new JScrollPane();
contentPane.add(scrollPane, BorderLayout.CENTER);
textArea = new JTextArea();
textArea.setFont(new Font("Consolas", Font.PLAIN, 12));
textArea.setLineWrap(true);
textArea.setWrapStyleWord(true);
textArea.setForeground(Color.LIGHT_GRAY);
textArea.setBackground(Color.BLACK);
textArea.setEditable(false);
scrollPane.setViewportView(textArea);
// Start game loop in new thread since we block the thread when
// waiting for input and we don't want to block the UI thread
new Thread(new Runnable() {
@Override
public void run() {
playGame();
}
}).start();
}
private void playGame() {
Random rand = new Random();
boolean playAgain = false;
int wins = 0, losses = 0, draw = 0;
do {
int num = rand.nextInt(3); // 0-2 inclusive
textArea.append("Guess the number [0-2]: \n");
int guess = Integer.parseInt(requestInput());
int computerGuess = rand.nextInt(3);
textArea.append("You: " + guess + "\tComputer: " + computerGuess + "\tNumber: " + num + "\n");
if (guess == num && computerGuess == num || guess != num && computerGuess != num) {
draw++;
textArea.append("Draw!\n");
} else if (guess == num) {
wins++;
textArea.append("You win!\n");
} else if (computerGuess == num) {
losses++;
textArea.append("Computer wins :(\n");
}
textArea.append("Play again [y/n]? \n");
playAgain = requestInput().startsWith("y");
} while (playAgain);
textArea.append("Wins: " + wins + "\nLosses: " + losses + "\nDraw: " + draw + "\n");
}
private String requestInput() {
textField.setEnabled(true);
textField.requestFocus();
// wait on text field till UI thread signals a user input event
synchronized (textField) {
while (!textReceived) {
try {
textField.wait();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
String input = textField.getText();
textField.setText("");
textField.setEnabled(false);
textReceived = false;
return input;
}
}