无法使用以前的答案同时击键将两张图片同时发送到 "move"

Can't get two pictures to "move" at the same time with simultaneous keystrokes using previous answers

在这段代码中,我有一个图形(paintcomponent 图形),它有两个水箱。 paintcomponent 由变量控制,然后是 repaint()。现在,当只按下或按住一个按钮时,它可以完美地工作。但是,例如,如果我为 tank1 保留左侧,为 tank2 保留右侧,则最后一个键是 "wins" 的键:这是唯一出现的方向。

在我的代码中,您会发现我最近的大约 4 次尝试“迭代”添加到代码中。

基本设置是:键绑定→AbstractAction→...

上面没有省略号(…)的设置代表了最初的尝试。然后,在另一次尝试中,它被链接到一个线程。同样的结果。在另一次尝试中,将抽象操作设置为更改数组值,该数组值连接到每 20 秒检查一次的计时器。从那里分支出来的两次尝试是定时器与线程的连接,以及直接repaint放入定时器。

此时我唯一的其他选择是为每个组合进行单独的键绑定(即,按住左键和 D [D 移动 tank1] 将是键码 "LEFT D" 的键绑定,因此将是移动两者的单独事件)。然而,这会很麻烦,因为我还有可以改变角度的炮塔和可以发射的子弹……而且我想有一种更合适的方法来做到这一点。

如有任何帮助,我们将不胜感激。代码如下。

    class OneMoveRightThread implements Runnable { //This is a thread that contains code to 'move' the tank1.

            public void run(){
                tankGraphic.TankOneMoveRight();
                gameArea.repaint();
            }
        }
    class OneMoveLeftThread implements Runnable { //thread to move tank2

            public void run(){
                tankGraphic.TankOneMoveLeft();
                gameArea.repaint();
            }
        }
        //Meow is a [0,0,0,0,0,0,0,0] (8 zeroes) array. When a button is clicked the value is set to 1 for the spot in the array.
        ActionListener taskPerformer = new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                if (meow[0] == 1){ //This attempt uses a timer to constantly check the array for potential movement. Still works for 1 movement at a time.
                    (new Thread(new OneMoveLeftThread())).start();
                    meow[0]=0;
                }
                if(meow[1]==1){
                    (new Thread(new OneMoveRightThread())).start(); //using code in threads by calling the thread. My hope was that this would fix it.
                    meow[1]=0;
                    }
                if (meow[2]==1){ //TANK TWO MOVE LEFT using code in threads
                    tankGraphic.TankTwoMoveLeft();
                    gameArea.repaint();
                    meow[2]=0;
                }

            }
        };
        new Timer(delay, taskPerformer).start();

        //This abstract action is a different part of the code.
        Action doNothing = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                lifeBar1.setText("\n    Player 1: " + player1Name + "    \n    Health: " + player1Health + "    \n    Bullets: A LOT!");
                lifeBar2.setText("\n    Player 2: " + player2Name + "    \n    Health: " + player2Health + "    \n    Bullets: A LOT!");
            }
        };
        //TANK TWO BELOW
        Action leftMove = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) { //This is code for "When LEFT arrow is pressed, set meow[2]=1"
                //tankGraphic.TankTwoMoveLeft();
                //gameArea.repaint();
                meow[2]=1;
            }
        };
        Action rightMove = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) { //This is code for when RIGHT arrow is pressed, move tank directly. This and the above have same erroneous result.
                tankGraphic.TankTwoMoveRight();
                gameArea.repaint();
            }
        };
        Action angleLEFT = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                tankGraphic.TankTwoAngleLeft();
                gameArea.repaint();
            }
        };
        Action angleRIGHT = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                tankGraphic.TankTwoAngleRight();
                gameArea.repaint();
            }
        };

        //TANK ONE BELOW

        Action leftMove2 = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                meow[0]=1;

            }
        };

        Action rightMove2 = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                //(new Thread(new OneMoveRightThread())).start();
                meow[1]=1;
            }
        };
        Action angleLEFT2 = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                tankGraphic.TankOneAngleLeft();
                gameArea.repaint();
            }
        };
        Action angleRIGHT2 = new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent e) {
                tankGraphic.TankOneAngleRight();
                gameArea.repaint();
            }
        };

        //these two lines are irrelevant. They match the irrelevant abstractaction.
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("B"), "doNothing");
        gameArea.getActionMap().put("doNothing",doNothing);

        //below is the code for the keybindings.
        //the names are reversed, below. (fire1 corresponds to tank two, but the right side of the keyboard)
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("LEFT"), "leftMove");
        gameArea.getActionMap().put("leftMove",leftMove);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("RIGHT"), "rightMove");
        gameArea.getActionMap().put("rightMove",rightMove);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("UP"), "angleLEFT");
        gameArea.getActionMap().put("angleLEFT",angleLEFT);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("DOWN"), "angleRIGHT");
        gameArea.getActionMap().put("angleRIGHT",angleRIGHT);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("A"), "leftMove2");
        gameArea.getActionMap().put("leftMove2",leftMove2);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("D"), "rightMove2");
        gameArea.getActionMap().put("rightMove2",rightMove2);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("W"), "angleLEFT2");
        gameArea.getActionMap().put("angleLEFT2",angleLEFT2);
        gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("S"), "angleRIGHT2");
        gameArea.getActionMap().put("angleRIGHT2",angleRIGHT2);
        //gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("E"), "fire2");
        //gameArea.getActionMap().put("fire2",fire2);
        //gameArea.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("SLASH"), "fire1");
        //gameArea.getActionMap().put("fire1",fire1);
        frame.requestFocus();

看看Motion Using the Keyboard

KeyboardAnimation.java 示例执行此操作。 class 显示了一种使用 Key BindingsSwing Timer 添加动画的方法。每个按键绑定可以控制不同的图像和不同的Timer。

一个图像由 4 个箭头键控制,另一个由 "a, d, w, s" 键控制。