Java 关键版本没有被拾取?
Java key releases not being picked up?
我是 java 编程的新手,并且已经开始编写游戏。我有一个随 wasd 一起移动的角色,但发现当:
- 移动键被按下。
- JFrame点击离开。 (所以它变得不专心。)
- 释放相同的键。
- JFrame 再次获得焦点。
...游戏不会发现玩家不应该移动。所以我试图通过将所有键数组更改为 false 来修复它:
public class KeyManager implements KeyListener {
private Game game;
private boolean[] keys;
public boolean up, down, left, right; //Player class reads these variables
public KeyManager(Game game) {
this.game = game;
keys = new boolean[256];
}
public void tick() {
if(!game.getDisplay().getFrame().isFocused()) { //Here is the problem
for(int i = 0; i < keys.length; i++) {
keys[i] = false; //Repeats 256 x 60 times a second
}
}
up = keys[KeyEvent.VK_W]; //I realize that I could just change
down = keys[KeyEvent.VK_S]; //up, down, left, right to false but
left = keys[KeyEvent.VK_A]; //when the JFrame is refocused the game
right = keys[KeyEvent.VK_D]; //still doesn't know the key was released
}
@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) {
}
}
它起作用了,但在仔细考虑代码后我意识到,由于每秒调用 tick() 方法 60 次并且键数组有 256 个键长,它每秒更新 15,900 个键布尔值,仅用于 4 个重要的需要更改为 false 的键。
最有效的方法是什么?我觉得我错过了一些非常简单的东西。
我要做的第一件事是使用 Key Bindings API 而不是 KeyListener
。我会让它独立于 "game loop".
然后我会在 JFrame
上使用 FocusListener
并在焦点为 lost/gained 时简单地 pause/resume "game loop",可选择重置键标志
类似这样的东西,例如...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.FocusEvent;
import java.awt.event.FocusListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
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;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
TestPane tp = new TestPane();
frame.addFocusListener(new FocusListener() {
@Override
public void focusGained(FocusEvent e) {
tp.resume();
}
@Override
public void focusLost(FocusEvent e) {
tp.pause(true);
}
});
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(tp);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private boolean aPressed = false;
private Timer timer;
public TestPane() {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "A.pressed");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, true), "A.released");
actionMap.put("A.pressed", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
aPressed = true;
}
});
actionMap.put("A.released", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
aPressed = false;
}
});
timer = new Timer(16, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.out.println("A pressed = " + aPressed);
}
});
}
public void resume() {
timer.restart();
}
public void pause(boolean reset) {
timer.stop();
if (reset) {
aPressed = false;
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}
我是 java 编程的新手,并且已经开始编写游戏。我有一个随 wasd 一起移动的角色,但发现当:
- 移动键被按下。
- JFrame点击离开。 (所以它变得不专心。)
- 释放相同的键。
- JFrame 再次获得焦点。
...游戏不会发现玩家不应该移动。所以我试图通过将所有键数组更改为 false 来修复它:
public class KeyManager implements KeyListener {
private Game game;
private boolean[] keys;
public boolean up, down, left, right; //Player class reads these variables
public KeyManager(Game game) {
this.game = game;
keys = new boolean[256];
}
public void tick() {
if(!game.getDisplay().getFrame().isFocused()) { //Here is the problem
for(int i = 0; i < keys.length; i++) {
keys[i] = false; //Repeats 256 x 60 times a second
}
}
up = keys[KeyEvent.VK_W]; //I realize that I could just change
down = keys[KeyEvent.VK_S]; //up, down, left, right to false but
left = keys[KeyEvent.VK_A]; //when the JFrame is refocused the game
right = keys[KeyEvent.VK_D]; //still doesn't know the key was released
}
@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) {
}
}
它起作用了,但在仔细考虑代码后我意识到,由于每秒调用 tick() 方法 60 次并且键数组有 256 个键长,它每秒更新 15,900 个键布尔值,仅用于 4 个重要的需要更改为 false 的键。
最有效的方法是什么?我觉得我错过了一些非常简单的东西。
我要做的第一件事是使用 Key Bindings API 而不是 KeyListener
。我会让它独立于 "game loop".
然后我会在 JFrame
上使用 FocusListener
并在焦点为 lost/gained 时简单地 pause/resume "game loop",可选择重置键标志
类似这样的东西,例如...
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.FocusEvent;
import java.awt.event.FocusListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
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;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
TestPane tp = new TestPane();
frame.addFocusListener(new FocusListener() {
@Override
public void focusGained(FocusEvent e) {
tp.resume();
}
@Override
public void focusLost(FocusEvent e) {
tp.pause(true);
}
});
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(tp);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private boolean aPressed = false;
private Timer timer;
public TestPane() {
InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap actionMap = getActionMap();
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "A.pressed");
inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, true), "A.released");
actionMap.put("A.pressed", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
aPressed = true;
}
});
actionMap.put("A.released", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
aPressed = false;
}
});
timer = new Timer(16, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
System.out.println("A pressed = " + aPressed);
}
});
}
public void resume() {
timer.restart();
}
public void pause(boolean reset) {
timer.stop();
if (reset) {
aPressed = false;
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
}
}