Java KeyEvent方形移动
我有一段代码,当按下任何箭头键时,会触发KeyEvent。这反过来会导致正方形在屏幕上移动 现在我注意到,当我按住键时,方块会移动,但从最初的移动到后续的移动的时间相当长,如果你明白我的意思的话?这一次我该怎么做呢 谢谢Java KeyEvent方形移动,java,swing,animation,keylistener,key-bindings,Java,Swing,Animation,Keylistener,Key Bindings,我有一段代码,当按下任何箭头键时,会触发KeyEvent。这反过来会导致正方形在屏幕上移动 现在我注意到,当我按住键时,方块会移动,但从最初的移动到后续的移动的时间相当长,如果你明白我的意思的话?这一次我该怎么做呢 谢谢 import java.awt.*; import javax.swing.*; import squarequest.sprites.*; import java.awt.event.*; public class GamePanel extends JPanel{
import java.awt.*;
import javax.swing.*;
import squarequest.sprites.*;
import java.awt.event.*;
public class GamePanel extends JPanel{
private final int HEIGHT = 400;
private final int WIDTH = 600;
private Square square;
private Circle circle;
public GamePanel(){
addKeyListener(new DirectionListener());
setBackground (Color.white);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
square = new Square();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
square.display(g);
}
public class DirectionListener implements KeyListener{
@Override
public void keyReleased(KeyEvent event) {}
@Override
public void keyTyped(KeyEvent event) {}
@Override
public void keyPressed(KeyEvent event) {
switch(event.getKeyCode()){
case KeyEvent.VK_UP:
square.moveUp();
break;
case KeyEvent.VK_DOWN:
square.moveDown();
break;
case KeyEvent.VK_LEFT:
square.moveLeft();
break;
case KeyEvent.VK_RIGHT:
square.moveRight();
break;
}
repaint();
}
}
}
- 使用摆动计时器进行实际移动
- 按键启动定时器
- 释放钥匙时停止
- 或者更好的方法是,保持计时器始终运行,但仅根据贴图的状态移动精灵,该贴图包含一个方向枚举键和一个布尔值
- 最好使用键绑定而不是键侦听器
import java.awt.*;
import javax.swing.*;
//!! import squarequest.sprites.*;
import java.awt.event.*;
import java.util.EnumMap;
import java.util.HashMap;
import java.util.Map;
public class GamePanel extends JPanel {
private static final int ANIMATION_DELAY = 15;
private final int HEIGHT = 400;
private final int WIDTH = 600;
private Square square;
private EnumMap<Direction, Boolean> dirMap = new EnumMap<>(Direction.class);
private Map<Integer, Direction> keyToDir = new HashMap<>();
// !! private Circle circle;
private Timer animationTimer;
public GamePanel() {
for (Direction dir : Direction.values()) {
dirMap.put(dir, Boolean.FALSE);
}
keyToDir.put(KeyEvent.VK_UP, Direction.UP);
keyToDir.put(KeyEvent.VK_DOWN, Direction.DOWN);
keyToDir.put(KeyEvent.VK_LEFT, Direction.LEFT);
keyToDir.put(KeyEvent.VK_RIGHT, Direction.RIGHT);
// !! addKeyListener(new DirectionListener());
setKeyBindings();
setBackground(Color.white);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
square = new Square();
animationTimer = new Timer(ANIMATION_DELAY, new AnimationListener());
animationTimer.start();
}
private void setKeyBindings() {
int condition = WHEN_IN_FOCUSED_WINDOW;
final InputMap inputMap = getInputMap(condition);
final ActionMap actionMap = getActionMap();
boolean[] keyPressed = { true, false };
for (Integer keyCode : keyToDir.keySet()) {
Direction dir = keyToDir.get(keyCode);
for (boolean onKeyPress : keyPressed) {
boolean onKeyRelease = !onKeyPress; // to make it clear how bindings work
KeyStroke keyStroke = KeyStroke.getKeyStroke(keyCode, 0,
onKeyRelease);
Object key = keyStroke.toString();
inputMap.put(keyStroke, key);
actionMap.put(key, new KeyBindingsAction(dir, onKeyPress));
}
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
square.display(g);
}
// public class DirectionListener implements KeyListener {
// @Override
// public void keyReleased(KeyEvent event) {
// int keyCode = event.getKeyCode();
// if (keyToDir.keySet().contains(keyCode)) {
// Direction dir = keyToDir.get(keyCode);
// dirMap.put(dir, false);
// }
// }
//
// @Override
// public void keyTyped(KeyEvent event) {
// }
//
// @Override
// public void keyPressed(KeyEvent event) {
// int keyCode = event.getKeyCode();
// if (keyToDir.keySet().contains(keyCode)) {
// Direction dir = keyToDir.get(keyCode);
// dirMap.put(dir, true);
// }
// }
// }
private class AnimationListener implements ActionListener {
@Override
public void actionPerformed(ActionEvent evt) {
boolean repaint = false;
for (Direction dir : Direction.values()) {
if (dirMap.get(dir)) {
square.move(dir);
repaint = true;
}
}
if (repaint) {
repaint();
}
}
}
private class KeyBindingsAction extends AbstractAction {
private Direction dir;
boolean pressed;
public KeyBindingsAction(Direction dir, boolean pressed) {
this.dir = dir;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent evt) {
dirMap.put(dir, pressed);
}
}
private static void createAndShowGUI() {
GamePanel gamePanel = new GamePanel();
JFrame frame = new JFrame("GamePanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(gamePanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
gamePanel.requestFocusInWindow();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
}
enum Direction {
UP(0, -1), DOWN(0, 1), LEFT(-1, 0), RIGHT(1, 0);
private int incrX;
private int incrY;
private Direction(int incrX, int incrY) {
this.incrX = incrX;
this.incrY = incrY;
}
public int getIncrX() {
return incrX;
}
public int getIncrY() {
return incrY;
}
}
class Square {
private int x = 0;
private int y = 0;
private int w = 20;
private int h = w;
private int step = 1;
private Color color = Color.red;
private Color fillColor = new Color(255, 150, 150);
private Stroke stroke = new BasicStroke(3f, BasicStroke.CAP_ROUND,
BasicStroke.JOIN_ROUND);
public void display(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(fillColor);
g2d.fillRect(x, y, w, h);
g2d.setStroke(stroke);
g2d.setColor(color);
g2d.drawRect(x, y, w, h);
g2d.dispose();
}
public void setStep(int step) {
this.step = step;
}
public void move(Direction dir) {
x += step * dir.getIncrX();
y += step * dir.getIncrY();
}
// public void moveRight() {
// x++;
// }
//
// public void moveLeft() {
// x--;
// }
//
// public void moveUp() {
// y--;
// }
//
// public void moveDown() {
// y++;
// }
}
import java.awt.*;
导入javax.swing.*;
//!! 导入squarequest.sprites.*;
导入java.awt.event.*;
导入java.util.EnumMap;
导入java.util.HashMap;
导入java.util.Map;
公共类游戏面板扩展了JPanel{
专用静态最终int动画_延迟=15;
私人最终内部高度=400;
专用最终整数宽度=600;
私人广场;
私有EnumMap dirMap=新EnumMap(Direction.class);
private Map keytdir=新建HashMap();
//!!私人圈子;
私人定时器动画定时器;
公共游戏小组(){
for(Direction dir:Direction.values()){
dirMap.put(dir,Boolean.FALSE);
}
keyToDir.put(KeyEvent.VK_UP,Direction.UP);
keyToDir.put(KeyEvent.VK_DOWN,Direction.DOWN);
keyToDir.put(KeyEvent.VK_左,Direction.LEFT);
keyToDir.put(KeyEvent.VK_RIGHT,Direction.RIGHT);
//!!addKeyListener(新的DirectionListener());
setKeyBindings();
挫折地面(颜色:白色);
setPreferredSize(新尺寸(宽度、高度));
设置聚焦(真);
正方形=新正方形();
animationTimer=新计时器(ANIMATION_DELAY,new AnimationListener());
animationTimer.start();
}
私有void setKeyBindings(){
int condition=当在聚焦窗口中时;
最终InputMap InputMap=getInputMap(条件);
final ActionMap ActionMap=getActionMap();
布尔[]键按下={true,false};
for(整数键代码:keyToDir.keySet()){
Direction dir=keyToDir.get(keyCode);
用于(布尔onKeyPress:keyPressed){
布尔值onKeyRelease=!onKeyPress;//以明确绑定的工作方式
击键击键=击键。getKeyStroke(键代码,0,
onKeyRelease);
Object key=keyStroke.toString();
inputMap.put(击键,键);
put(key,newkeybindingsaction(dir,onKeyPress));
}
}
}
公共组件(图形g){
超级组件(g);
方形显示器(g);
}
//公共类DirectionListener实现KeyListener{
//@覆盖
//公共无效密钥已释放(KeyEvent事件){
//int keyCode=event.getKeyCode();
//if(keyToDir.keySet().包含(keyCode)){
//Direction dir=keyToDir.get(keyCode);
//dirMap.put(dir,false);
// }
// }
//
//@覆盖
//public void keyTyped(KeyEvent事件){
// }
//
//@覆盖
//按下公共无效键(KeyEvent事件){
//int keyCode=event.getKeyCode();
//if(keyToDir.keySet().包含(keyCode)){
//Direction dir=keyToDir.get(keyCode);
//dirMap.put(dir,true);
// }
// }
// }
私有类AnimationListener实现ActionListener{
@凌驾
已执行的公共无效操作(操作事件evt){
布尔重绘=假;
for(Direction dir:Direction.values()){
if(dirMap.get(dir)){
方。移动(直接);
重新绘制=真;
}
}
如果(重新喷漆){
重新油漆();
}
}
}
私有类KeyBindingsAction扩展了AbstractAction{
私人指导主任;
布尔按下;
公钥绑定操作(方向方向,按布尔值){
this.dir=dir;
this.pressed=pressed;
}
@凌驾
已执行的公共无效操作(操作事件evt){
dirMap.put(dir,按下);
}
}
私有静态void createAndShowGUI(){
GamePanel GamePanel=新建GamePanel();
JFrame=新JFrame(“游戏面板”);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(游戏面板);
frame.pack();
frame.setLocationRelativeTo(空);
frame.setVisible(true);
gamePanel.requestFocusInWindow();
}
公共静态void main(字符串[]args){
SwingUtilities.invokeLater(新的Runnable(){
公开募捐{
createAndShowGUI();
}
});
}
}
枚举方向{
向上(0,-1),向下(0,1),左(-1,0),右(1,0);
私人int incrX;
私营企业;
私人方向(内部控制,内部控制){
this.incrX=incrX;
this.incrY=incrY;
}
public int getIncrX(){
返回incrX;
}
public int getIncrY(){
返回incrY;
}
}
阶级广场{
私有整数x=0;
私有整数y=0;
私人int w=20;
私有int h=w;
私有整数步长=1;
私有颜色=Color.red;
私有颜色fillColor=新颜色(255、150、150);
私人行程行程=新的基本行程(3f,基本行程,
基本行程。加入(轮);
公共空间显示(图形g){
Graphics2D g2d=(Graphics2D)g.create();
g2d.setColor(fillColor);
g2d.fillRect(x,y,w,h);
g2d.设定行程(行程);
g2d.setColor(彩色);
g2d.drawRect(x,y,w,h);
g2d.dispose();
}
公共无效设置步骤(内部步骤){
这个步骤=步骤;
}
公共无效移动(方向目录){
x+=步骤*dir.getIncrX();
y+=步骤*dir.getIncrY();
}
//公权{
//x++;
// }
//
//公共无效动议