Java Snake-按键响应时间慢
我做了一个蛇游戏(通过尝试遵循youtuber的代码),方向由WASD控制。然而,当我按下其中一个键时,什么也没发生。如果我按住它,它会改变方向,但会有一个巨大的延迟,可能超过一秒钟。我该如何解决这个问题?我已经查看了我的代码,并将其与我关注了好几次的youtube代码进行了比较,但似乎仍然看不出问题出在哪里。这是我第一次做游戏,所以我对这个很陌生 如果有帮助的话,这是我试图跟踪的视频Java Snake-按键响应时间慢,java,javafx,Java,Javafx,我做了一个蛇游戏(通过尝试遵循youtuber的代码),方向由WASD控制。然而,当我按下其中一个键时,什么也没发生。如果我按住它,它会改变方向,但会有一个巨大的延迟,可能超过一秒钟。我该如何解决这个问题?我已经查看了我的代码,并将其与我关注了好几次的youtube代码进行了比较,但似乎仍然看不出问题出在哪里。这是我第一次做游戏,所以我对这个很陌生 如果有帮助的话,这是我试图跟踪的视频 package应用程序; 导入javafx.animation.KeyFrame; 导入javafx.ani
package应用程序;
导入javafx.animation.KeyFrame;
导入javafx.animation.Timeline;
导入javafx.scene.shape.Rectangle;
导入javafx.application.application;
导入javafx.collections.ObservableList;
导入javafx.scene.Group;
导入javafx.scene.Node;
导入javafx.scene.Parent;
导入javafx.scene.scene;
导入javafx.scene.layout.Pane;
导入javafx.scene.paint.Color;
导入javafx.stage.stage;//科特罗莱尔·蒂特尔、伊康、辛利盖、圣雷尔斯、奥格·德科拉斯乔纳
导入javafx.util.Duration;
公共类应用程序扩展应用程序{
公共枚举方向{
上、下、右、左;
}
公共静态最终整块大小=40;
公共静态最终内部应用程序W=20*块大小;
公共静态最终整数应用程序H=15*块大小;
公共智力得分=0;
公共int高分=0;
private Direction=Direction.RIGHT;//默认生成bevegelse:til høyre
私有布尔值=false;
private boolean running=false;//Applikasjonen khører
私有时间线=新时间线();
私家蛇;
私有父createContent(){
窗格根=新窗格();
root.setPrefSize(APP_W,APP_H);
组蛇体=新组();
snake=snakeBody.getChildren();
矩形食物=新矩形(块大小,块大小);
食物。绒毛(颜色。红色);
food.setTranslateX((int)(Math.random()*(APP_W-BLOCK_SIZE))/BLOCK_SIZE*BLOCK_SIZE);
food.setTranslateY((int)(Math.random()*(APP_H-BLOCK_SIZE))/BLOCK_SIZE*BLOCK_SIZE);
关键帧帧=新关键帧(持续时间。秒(0.5),事件->{
如果(!正在运行)
返回;
布尔值toRemove=snake.size()>1;
Node tail=toRemove?snake.remove(snake.size()-1):snake.get(0);
double tailX=tail.getTranslateX();
double tailY=tail.getTranslateY();
开关(方向){
个案:
setTranslateX(snake.get(0.getTranslateX());
tail.setTranslateY(snake.get(0.getTranslateY()-BLOCK_SIZE);
打破
按大小写:
setTranslateX(snake.get(0.getTranslateX());
tail.setTranslateY(snake.get(0.getTranslateY()+块大小);
打破
案例权利:
setTranslateX(snake.get(0.getTranslateX()+块大小);
tail.setTranslateY(snake.get(0.getTranslateY());
打破
案例左:
setTranslateX(snake.get(0.getTranslateX()-BLOCK_SIZE);
tail.setTranslateY(snake.get(0.getTranslateY());
打破
}
移动=真;
如果(删除)
snake.add(0,tail);
//Kollisjonsdesteksjon
//克拉斯杰一世塞尔夫酒店
for(节点rect:snake){
if(rect!=tail&&tail.getTranslateX()==rect.getTranslateX()&&tail.getTranslateY()==rect.getTranslateY()){
重启游戏();
打破
}
}
//克拉斯杰一世康德
if(tail.getTranslateX()<0 | | tail.getTranslateX()>=APP|W | | tail.getTranslateY()<0 | | tail.getTranslateY()>=APP|H){
重启游戏();
}
//腿垫
if(tail.getTranslateX()==food.getTranslateX()&&tail.getTranslateY()==food.getTranslateY()){
food.setTranslateX((int)(Math.random()*(APP_W-BLOCK_SIZE))/BLOCK_SIZE*BLOCK_SIZE);
food.setTranslateY((int)(Math.random()*(APP_H-BLOCK_SIZE))/BLOCK_SIZE*BLOCK_SIZE);
矩形rect=新矩形(块大小,块大小);
直译setTranslateX(tailX);
直译直译(tailY);
snake.add(rect);
}
});
timeline.getKeyFrames().add(frame);
timeline.setCycleCount(timeline.unfinite);
root.getChildren().addAll(食物、蛇身);
返回根;
}
私有void restartGame(){
停止游戏();
startGame();
}
私人游戏{
运行=错误;
timeline.stop();
snake.clear();
}
私有void startGame(){
方向=direction.RIGHT;
矩形头=新矩形(块大小,块大小);
添加(头);
timeline.play();
运行=真;
}
@凌驾
public void start(final Stage primaryStage)引发异常{
//primaryStage.setTitle(“我的申请”);
//setScene(新场景(fxmloader.load(App.class.getResource(“App.fxml”)));
//primaryStage.show();
场景=新场景(createContent());
场景。按下设置键(事件->{
如果(!移动)
开关(event.getCode()){
案例W:
如果(方向!=方向向下)
方向=向上的方向;
打破
案例S:
如果(方向!=向上方向)
方向=方向。向下;
打破
案例A:
如果(方向!=方向.右)
迪雷克
package app;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.scene.shape.Rectangle;
import javafx.application.Application;
import javafx.collections.ObservableList;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.stage.Stage; // Kontrollerer tittel, ikon, synlighet, størrelse, og dekorasjoner
import javafx.util.Duration;
public class App extends Application {
public enum Direction {
UP, DOWN, RIGHT, LEFT;
}
public static final int BLOCK_SIZE = 40;
public static final int APP_W = 20 * BLOCK_SIZE;
public static final int APP_H = 15 * BLOCK_SIZE;
public int score = 0;
public int highScore = 0;
private Direction direction = Direction.RIGHT; // Default spawn-bevegelse: til høyre
private boolean moved = false;
private boolean running = false; // Applikasjonen kjører
private Timeline timeline = new Timeline();
private ObservableList<Node> snake;
private Parent createContent() {
Pane root = new Pane();
root.setPrefSize(APP_W, APP_H);
Group snakeBody = new Group();
snake = snakeBody.getChildren();
Rectangle food = new Rectangle(BLOCK_SIZE, BLOCK_SIZE);
food.setFill(Color.RED);
food.setTranslateX((int)(Math.random() * (APP_W - BLOCK_SIZE)) / BLOCK_SIZE * BLOCK_SIZE);
food.setTranslateY((int)(Math.random() * (APP_H - BLOCK_SIZE)) / BLOCK_SIZE * BLOCK_SIZE);
KeyFrame frame = new KeyFrame(Duration.seconds(0.5), event -> {
if (!running)
return;
boolean toRemove = snake.size() > 1;
Node tail = toRemove ? snake.remove(snake.size()-1) : snake.get(0);
double tailX = tail.getTranslateX();
double tailY = tail.getTranslateY();
switch (direction) {
case UP:
tail.setTranslateX(snake.get(0).getTranslateX());
tail.setTranslateY(snake.get(0).getTranslateY() - BLOCK_SIZE);
break;
case DOWN:
tail.setTranslateX(snake.get(0).getTranslateX());
tail.setTranslateY(snake.get(0).getTranslateY() + BLOCK_SIZE);
break;
case RIGHT:
tail.setTranslateX(snake.get(0).getTranslateX() + BLOCK_SIZE);
tail.setTranslateY(snake.get(0).getTranslateY());
break;
case LEFT:
tail.setTranslateX(snake.get(0).getTranslateX() - BLOCK_SIZE);
tail.setTranslateY(snake.get(0).getTranslateY());
break;
}
moved = true;
if (toRemove)
snake.add(0, tail);
// Kollisjonsdeteksjon
// Krasjer i seg selv
for (Node rect : snake) {
if (rect != tail && tail.getTranslateX() == rect.getTranslateX() && tail.getTranslateY() == rect.getTranslateY()) {
restartGame();
break;
}
}
// Krasjer i kant
if (tail.getTranslateX() < 0 || tail.getTranslateX() >= APP_W || tail.getTranslateY() < 0 || tail.getTranslateY() >= APP_H) {
restartGame();
}
// Legg til mat
if (tail.getTranslateX() == food.getTranslateX() && tail.getTranslateY() == food.getTranslateY()) {
food.setTranslateX((int)(Math.random() * (APP_W - BLOCK_SIZE)) / BLOCK_SIZE * BLOCK_SIZE);
food.setTranslateY((int)(Math.random() * (APP_H - BLOCK_SIZE)) / BLOCK_SIZE * BLOCK_SIZE);
Rectangle rect = new Rectangle(BLOCK_SIZE, BLOCK_SIZE);
rect.setTranslateX(tailX);
rect.setTranslateY(tailY);
snake.add(rect);
}
});
timeline.getKeyFrames().add(frame);
timeline.setCycleCount(Timeline.INDEFINITE);
root.getChildren().addAll(food, snakeBody);
return root;
}
private void restartGame() {
stopGame();
startGame();
}
private void stopGame() {
running = false;
timeline.stop();
snake.clear();
}
private void startGame() {
direction = Direction.RIGHT;
Rectangle head = new Rectangle(BLOCK_SIZE, BLOCK_SIZE);
snake.add(head);
timeline.play();
running = true;
}
@Override
public void start(final Stage primaryStage) throws Exception {
// primaryStage.setTitle("My Application");
// primaryStage.setScene(new Scene(FXMLLoader.load(App.class.getResource("App.fxml"))));
// primaryStage.show();
Scene scene = new Scene(createContent());
scene.setOnKeyPressed(event -> {
if (!moved)
switch (event.getCode()) {
case W:
if (direction != Direction.DOWN)
direction = Direction.UP;
break;
case S:
if (direction != Direction.UP)
direction = Direction.DOWN;
break;
case A:
if (direction != Direction.RIGHT)
direction = Direction.LEFT;
break;
case D:
if (direction != Direction.LEFT)
direction = Direction.RIGHT;
break;
default:
break;
}
moved = false;
});
primaryStage.setTitle("Snake");
primaryStage.setScene(scene);
primaryStage.show();
startGame();
}
public static void main(final String[] args) {
App.launch(args); // Kaller init(), start() og så stop()
}
}
if (!moved)
return;
switch (event.getCode()) {
.
.
.
}
moved = false;
scene.setOnKeyPressed(event -> {
if (moved) {
switch (event.getCode()) {
case W:
if (direction != Direction.DOWN)
direction = Direction.UP;
break;
case S:
if (direction != Direction.UP)
direction = Direction.DOWN;
break;
case A:
if (direction != Direction.RIGHT)
direction = Direction.LEFT;
break;
case D:
if (direction != Direction.LEFT)
direction = Direction.RIGHT;
break;
default:
break;
}
}
});
public enum Direction {
UP(0, -1), RIGHT(1, 0), DOWN(0, 1), LEFT(-1, 0);
private final int dx;
private final int dy;
private Direction(int dx, int dy) {
this.dx = dx;
this.dy = dy;
}
/**
* Tests, if 2 directions are parallel (i.e. both either on the x or the y axis).<br>
* Note: Depends on the order of the enum constants
* @param other the direction to compare with
* @return true, if the directions are parallel, false otherwise
*/
public boolean isParallel(Direction other) {
return ((ordinal() - other.ordinal()) & 1) == 0;
}
}
...
double tailX = tail.getTranslateX();
double tailY = tail.getTranslateY();
Node head = snake.get(0);
tail.setTranslateX(head.getTranslateX() + BLOCK_SIZE * direction.dx);
tail.setTranslateY(head.getTranslateY() + BLOCK_SIZE * direction.dy);
moved = true;
...
final Map<KeyCode, Direction> keyMapping = new EnumMap<>(KeyCode.class);
keyMapping.put(KeyCode.W, Direction.UP);
keyMapping.put(KeyCode.S, Direction.DOWN);
keyMapping.put(KeyCode.A, Direction.LEFT);
keyMapping.put(KeyCode.D, Direction.RIGHT);
Scene scene = new Scene(createContent());
scene.setOnKeyPressed(event -> {
if (moved) {
Direction newDirection = keyMapping.get(event.getCode());
if (newDirection != null && !direction.isParallel(newDirection)) {
direction = newDirection;
}
}
});