playerMovement 的 ActionListener 或 Action

ActionListener or Action for playerMovement

我只是想编写一个小足球比赛,在完成所有绘画并初始化球员和球之后,我现在正处于尝试移动球员的位置。我看了一些教程如何在游戏中编程运动,但他们都使用 KeyListeners。正如我在网上写的那样,KeyListener 不是一个好方法。 (是否还有使用 KeyListeners 的情况?)。但是,我正在尝试实现流畅且适合 OO 举止的正确移动。我找不到以 "correct" 方式教授该内容的在线资源。我指定 "correct" 方式是因为我从 SO 上的顶级 Java 程序员那里读到了建议。我正在为 WHAT 用于移动和 WHERE 来实现它而苦苦挣扎?我想过使用 Actions 并在 Player 的内部 class 中实现它吗?这是正确的方法吗?

到目前为止,这是我的代码:

速球:

package SpeedballMinimal;

import javax.swing.*;
import java.awt.*;

public class Speedball{

    public static final int AREA_WIDTH = 1400;
    public static final int AREA_HEIGHT = 700;

    public Speedball() {
    }

    private void start() {
        JFrame mainFrame = new JFrame("Speedball");
        SpeedballPanel panel = new SpeedballPanel();
        mainFrame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
        mainFrame.setLayout(new BorderLayout());
        mainFrame.setSize(AREA_WIDTH, AREA_HEIGHT);
        mainFrame.add(panel, BorderLayout.CENTER);
        mainFrame.setLocationRelativeTo(null);
        mainFrame.setResizable(false);
        mainFrame.setVisible(true);
    }

    public static void main(String[] args) {
        Speedball speedball = new Speedball();
        speedball.start();
    }
}

速球面板:

package SpeedballMinimal;

import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

public class SpeedballPanel extends JPanel implements ActionListener {

    private Timer timer;
    private Renderer renderer;
    private Player player1;
    private Player player2;

    public SpeedballPanel() {
        initPanel();
        initUserInteractions();
        initTimer();

        this.renderer = new Renderer();
        this.player1 = new Player(300, 300);
        this.player2 = new Player(500, 500);
    }

    private void initPanel() {
        this.setSize(Speedball.AREA_WIDTH, Speedball.AREA_HEIGHT);
    }


    @Override
    public void paintComponent(Graphics g) {
        renderer.drawBackground(g, getWidth(), getHeight());
        renderer.drawPlayer(g, player1.getX(), player1.getY(), player1.getWidth(), player1.getHeight());
        renderer.drawPlayer(g, player2.getX(), player2.getY(), player2.getWidth(), player2.getHeight());
    }

    /*
     * Playermovement
     */
    private void playerMoveUp(Player player) {
        player.setY(player.getY() - 10);
        System.out.println("Player Y: " + player.getY());
    }

    private void playerMoveDown(Player player) {
        player.setY(player.getY() + 10);
        System.out.println("Player Y: " + player.getY());
    }

    private void playerMoveLeft(Player player) {
        player.setX(player.getX() - 10);
        System.out.println("Player X: " + player.getX());
    }

    private void playerMoveRigth(Player player) {
        player.setX(player.getX() + 10);
        System.out.println("Player X: " + player.getX());
    }

    /*
     * Actions for playermovement
     */
    Action player1MoveUp = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveUp(player1);
        }
    };

    Action player1MoveDown = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveDown(player1);
        }
    };

    Action player1MoveLeft = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveLeft(player1);
        }
    };

    Action player1MoveRight = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveRigth(player1);
        }
    };

    Action player2MoveUp = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveUp(player2);
        }
    };

    Action player2MoveDown = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveDown(player2);
        }
    };

    Action player2MoveLeft = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveLeft(player2);
        }
    };

    Action player2MoveRight = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            playerMoveRigth(player2);
        }
    };

    /*
     * Define keys for user interaction
     */
    private void initUserInteractions() {
        //define InputMaps
        this.getInputMap().put(KeyStroke.getKeyStroke("W"), "player1MoveUp");
        this.getInputMap().put(KeyStroke.getKeyStroke("S"), "player1MoveDown");
        this.getInputMap().put(KeyStroke.getKeyStroke("A"), "player1MoveLeft");
        this.getInputMap().put(KeyStroke.getKeyStroke("D"), "player1MoveRight");

        this.getInputMap().put(KeyStroke.getKeyStroke("UP"), "player2MoveUp");
        this.getInputMap().put(KeyStroke.getKeyStroke("DOWN"), "player2MoveDown");
        this.getInputMap().put(KeyStroke.getKeyStroke("LEFT"), "player2MoveLeft");
        this.getInputMap().put(KeyStroke.getKeyStroke("RIGHT"), "player2MoveRight");

        //define ActionMaps
        this.getActionMap().put("player1MoveUp", player1MoveUp);
        this.getActionMap().put("player1MoveDown", player1MoveDown);
        this.getActionMap().put("player1MoveLeft", player1MoveLeft);
        this.getActionMap().put("player1MoveRight", player1MoveRight);

        this.getActionMap().put("player2MoveUp", player2MoveUp);
        this.getActionMap().put("player2MoveDown", player2MoveDown);
        this.getActionMap().put("player2MoveLeft", player2MoveLeft);
        this.getActionMap().put("player2MoveRight", player2MoveRight);
    }

    private void initTimer() {
        timer = new Timer(1, this);
        timer.start();
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        repaint();
    }
}

渲染器:

package SpeedballMinimal;

import java.awt.*;

public class Renderer {

    public Renderer() {
    }

    public void drawBackground(Graphics g, int areaWidth, int areaHeight) {
        g.setColor(new Color(106, 237, 49));
        g.fillRect(0,0, areaWidth, areaHeight);
    }

    public void drawPlayer(Graphics g, int playerX, int playerY, int playerWidth, int playerHeight) {
        g.setColor(Color.BLACK);
        g.fillOval(playerX, playerY, playerWidth, playerHeight);
    }
}

玩家:

package SpeedballMinimal;

import java.util.Random;

public class Player {

    private int x;
    private int y;
    private int width;
    private int height;
    private int velocity = 2;

    private Random rand = new Random();

    public Player() {
        this.x = 300;
        this.y = 300;
        this.width = 50;
        this.height = 50;
    }

   public int getX() {
    return x;
}

public void setX(int x) {
    this.x = x;
}

public int getY() {
    return y;
}

public void setY(int x) {
    this.y = y;
}

    public int getWidth() {
        return width;
    }

    public void setWidth(int width) {
        this.width = width;
    }

    public int getHeight() {
        return height;
    }

    public void setHeight(int height) {
        this.height = height;
    }
}

编辑:

我将我的代码编辑为一个最小的例子。此代码在我的 JPanel 上生成一个椭圆形。我尝试按照建议使用 KeyBindings 为该椭圆创建运动。我使用了这个资源:

我现在想解决以下问题:

编辑 2:

这是我基于 c0der

回答的新代码

SpeedballPanel(class 已更改):

package SpeedballMinimal;

import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;

public class SpeedballPanel extends JPanel {

    private Renderer renderer;
    private Player player1;
    private Player player2;

    public SpeedballPanel() {
        initPanel();
        initUserInteractions();

        this.renderer = new Renderer();
        this.player1 = new Player(Team.ONE);
        this.player2 = new Player(Team.TWO);
    }

    private void initPanel() {
        this.setSize(Speedball.AREA_WIDTH, Speedball.AREA_HEIGHT);
    }


    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        renderer.drawBackground(g, getWidth(), getHeight());
        renderer.drawField(g, getWidth(), getHeight());
        renderer.drawGoals(g, getWidth(), getHeight());
        renderer.drawPlayer(g, player1.getX(), player1.getY(), player1.getWidth(), player1.getHeight());
        renderer.drawPlayer(g, player2.getX(), player2.getY(), player2.getWidth(), player2.getHeight());
    }

    /*
     * Playermovement
     */
    private void movePlayer(Player player, MovementDirection direction) {
        if (direction == MovementDirection.UP) {
            player.setY(player.getY() - 10);
        }
        if (direction == MovementDirection.DOWN) {
            player.setY(player.getY() + 10);
        }
        if (direction == MovementDirection.LEFT) {
            player.setX(player.getX() - 10);
        }
        if (direction == MovementDirection.RIGHT) {
            player.setX(player.getX() + 10);
        }
        repaint();
    }

    /*
     * Actions for playermovement
     */
    Action player1MoveUp = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player1, MovementDirection.UP);
        }
    };

    Action player1MoveDown = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player1, MovementDirection.DOWN);
        }
    };

    Action player1MoveLeft = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player1, MovementDirection.LEFT);
        }
    };

    Action player1MoveRight = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player1, MovementDirection.RIGHT);
        }
    };

    Action player2MoveUp = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player2, MovementDirection.UP);
        }
    };

    Action player2MoveDown = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player2, MovementDirection.DOWN);
        }
    };

    Action player2MoveLeft = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player2, MovementDirection.LEFT);
        }
    };

    Action player2MoveRight = new AbstractAction() {
        @Override
        public void actionPerformed(ActionEvent e) {
            movePlayer(player2, MovementDirection.RIGHT);
        }
    };

    /*
     * Define keys for user interaction
     */
    private void initUserInteractions() {
        //define InputMaps
        this.getInputMap().put(KeyStroke.getKeyStroke("W"), "player1MoveUp");
        this.getInputMap().put(KeyStroke.getKeyStroke("S"), "player1MoveDown");
        this.getInputMap().put(KeyStroke.getKeyStroke("A"), "player1MoveLeft");
        this.getInputMap().put(KeyStroke.getKeyStroke("D"), "player1MoveRight");

        this.getInputMap().put(KeyStroke.getKeyStroke("UP"), "player2MoveUp");
        this.getInputMap().put(KeyStroke.getKeyStroke("DOWN"), "player2MoveDown");
        this.getInputMap().put(KeyStroke.getKeyStroke("LEFT"), "player2MoveLeft");
        this.getInputMap().put(KeyStroke.getKeyStroke("RIGHT"), "player2MoveRight");

        //define ActionMaps
        this.getActionMap().put("player1MoveUp", player1MoveUp);
        this.getActionMap().put("player1MoveDown", player1MoveDown);
        this.getActionMap().put("player1MoveLeft", player1MoveLeft);
        this.getActionMap().put("player1MoveRight", player1MoveRight);

        this.getActionMap().put("player2MoveUp", player2MoveUp);
        this.getActionMap().put("player2MoveDown", player2MoveDown);
        this.getActionMap().put("player2MoveLeft", player2MoveLeft);
        this.getActionMap().put("player2MoveRight", player2MoveRight);
    }
}

MovementDirection(已创建枚举):

package SpeedballMinimal;

public enum MovementDirection {
    UP, DOWN, LEFT, RIGHT
}

注意:其余 classes 未更改

实际上我不想随机或自动移动 player2,我希望它通过箭头键移动,如我对 InputMap 的定义所示。但是我仍然有同样的问题,当我尝试使用 WASD 键移动 player1 并尝试同时使用 UP、DOWN、LEFT、RIGHT - 箭头键移动 player2 时,第一个移动的玩家停止移动,另一个玩家停止移动开始移动,但它们无法同时移动。抱歉,如果我在第一次 post 中不清楚玩家的移动。

从代码可以假设您希望计时器移动另一个球。
根据以下代码应用更改以移动玩家 1(关键操作是移动玩家 2,尽管您希望它移动玩家 1。我没有检查原因)。

private void initTimer() {
    timer = new Timer(500, this);
    timer.start();
}

@Override
public void actionPerformed(ActionEvent e) {
    //move player 1
    randomMovePlayer(player1);
    repaint();
}

//randomly move player
private void randomMovePlayer(Player player) {

    Random rand = new Random(); //refactor it to a field
    float direction = rand.nextFloat();
    if(direction < .25) {
        playerMoveLeft(player);
    }else if(direction < .5) {
        playerMoveUp(player);
    }else if(direction < .75) {
        playerMoveDown(player);
    }else  {
        playerMoveRigth(player1);
    }
    //todo improve logic to get the right movement within bounds
}

此外,在移动后需要重新绘制的四种移动方法中的每一种:

private void playerMoveUp(Player player) {
    player.setY(player.getY() - 10);
    System.out.println("Player Y: " + player.getY());
    repaint(); //repaint after each move
} 

旁注:所有四个动作都可以用一种方法处理:

enum Direction{LEFT, RIGHT, UP, DOWN};

private void movePalyer(Player player, Direction dir) {
    //todo move logic 
}

回应编辑 2:
尝试在按下键时开始连续移动(通过启动计时器),并在释放同一键时停止它。

//do on w key press
this.getInputMap().put(KeyStroke.getKeyStroke(KeyEvent.VK_W,0, false), "player1MoveUp");
//do on w key release
this.getInputMap().put(KeyStroke.getKeyStroke(KeyEvent.VK_W,0, true), "stop");

Action player1MoveUp = new AbstractAction() {
    @Override
    public void actionPerformed(ActionEvent e) {
        move(new AbstractAction() {
            @Override
            public void actionPerformed(ActionEvent arg0) {
                movePlayer(player1, MovementDirection.UP);
            }
        });
    }
};

//note that you can't use the same timer for both
//players if you don't want a button release stop both
private void move(Action play) {
    if((timer !=null) && timer.isRunning()) { //timer is a field 
        return;
    }
    timer = new Timer(100, play);
    timer.setInitialDelay(0);
    timer.start();
}

Action stop = new AbstractAction() {
    @Override
    public void actionPerformed(ActionEvent e) {
        timer.stop();
    }
};