首页 > 解决方案 > 如何在 java 中创建可用的 KeyReleased 方法

问题描述

我是挥杆新手,我试图让方格移动,但只有在释放键时(例如 W),但当我按住键时方格才会移动

KeyListener 类

我想确保一个键被按下,如果它仍然被按下它应该返回 false 但如果它被按下则返回 true 然后释放包 javaGD.GameAssistant.Input;

import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

public class KeyManager implements KeyListener {
private boolean[] keys;

public KeyManager() {
    keys = new boolean[256];

}

@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) {

}

public boolean KeyPressed(int keycode) {
    return keys[keycode];

}

public boolean KeyReleased(int keycode) {
   return keys[keycode];
 }
}

方块应该移动的类。KeyListener 继承自 GameAssistant(JFrame 是用 KeyListener 创建的)

package TestCode;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;

import javaGD.GameAssistant.GameAssistant;

public class Game extends GameAssistant {
public int x, xSpeed, y, ySpeed;

public Game(String title, int width, int height, boolean makeResizable) {
    super(title, width, height, makeResizable);

}

@Override
public void setup() {
    x = 0;
    y = 0;
    xSpeed = 5;
    ySpeed = 5;
}

@Override
public void update() {
    if (this.Keyboard().KeyReleased(KeyEvent.VK_D)) {
        x += xSpeed;
    }

    if (this.Keyboard().KeyReleased(KeyEvent.VK_A)) {
        x -= xSpeed;
    }

    if (this.Keyboard().KeyReleased(KeyEvent.VK_W)) {
        y -= ySpeed;
    }

    if (this.Keyboard().KeyReleased(KeyEvent.VK_S)) {
        y += ySpeed;
    }
}

@Override
public void draw(Graphics g) {

    g.setColor(Color.BLACK);
    g.fillRect(x, y, 20, 20);

}

}

标签: javaswingkeylistener

解决方案


KeyReleased应该返回!keys[keycode] 否则它会false在释放和true按下时返回

public boolean KeyReleased(int keycode) {
   return !keys[keycode];
}

我还建议使用Key bindings API over KeyListener,因为它更可靠且可重用。

如果您只计划进行有限数量的输入操作,我会使用Setand a enum,这样您就可以将“如何”与“什么”分离。

update的方法不关心“如何”管理输入,只关心“状态是什么”

从概念上讲,也许像...

public enum GameInput {
    UP, DOWN, LEFT, RIGHT;
}

public class KeyManager implements KeyListener {

    private Set<GameInput> inputs = new HashSet<>();

    public KeyManager() {
    }

    @Override
    public void keyPressed(KeyEvent e) {
        // Check the key code, verify if it's one of the configured
        // actions keys
        // The key code could come from a configuration file which might
        // be customisable by the user...
        if (e.getKeyCode() == KeyEvent.VK_W) {
            inputs.add(GameInput.UP);
        } else if (e.getKeyCode() == KeyEvent.VK_S) {
            // etc...
        } // etc...
    }

    @Override
    public void keyReleased(KeyEvent e) {
        if (e.getKeyCode() == KeyEvent.VK_W) {
            inputs.remove(GameInput.UP);
        } else if (e.getKeyCode() == KeyEvent.VK_S) {
            // etc...
        } // etc...
    }

    @Override
    public void keyTyped(KeyEvent e) {

    }

    public boolean isKeyPressed(GameInput input) {
        return inputs.contains(input);

    }

    public boolean isKeyReleased(GameInput input) {
        return !isKeyPressed(input);
    }
}

你的update方法可能看起来像......

@Override
public void update() {
    if (this.Keyboard().isKeyReleased(GameInput.RIGHT)) {
        x += xSpeed;
    }

    if (this.Keyboard().isKeyReleased(GameInput.LEFT)) {
        x -= xSpeed;
    }

    if (this.Keyboard().isKeyReleased(GameInput.UP)) {
        y -= ySpeed;
    }

    if (this.Keyboard().isKeyReleased(GameInput.DOWN)) {
        y += ySpeed;
    }
}

现在,您的update方法不关心“如何”生成输入,只关心设置(或未设置)输入时要做什么。

就个人而言,我会使用一个InputManager类并进一步解耦它,因此可以通过其他方式生成输入,如按钮、鼠标输入、游戏手柄等......

可运行的示例...

从概念上讲,这应该有效。我说“概念上”,因为在测试时遇到了一些“奇怪”的问题,这些问题我无法为 Java (1.8) 或 MacOS 做出贡献——或者因为它们是两者的结合……更多详情如下...

import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.HashSet;
import java.util.Set;
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;

public class Test {

    public static void main(String[] args) {
        new Test();
    }

    public Test() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                JFrame frame = new JFrame();
                frame.add(new TestPane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public class TestPane extends JPanel {

        private Box box = new Box();

        public TestPane() {
            InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap am = getActionMap();

            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "Up.pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, true), "Up.released");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "Down.pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, true), "Down.released");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "Left.pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, true), "Left.released");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), "Right.pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, true), "Right.released");

            am.put("Up.pressed", new KeyAction(InputAction.UP, true));
            am.put("Up.released", new KeyAction(InputAction.UP, false));
            am.put("Down.pressed", new KeyAction(InputAction.DOWN, true));
            am.put("Down.released", new KeyAction(InputAction.DOWN, false));
            am.put("Left.pressed", new KeyAction(InputAction.LEFT, true));
            am.put("Left.released", new KeyAction(InputAction.LEFT, false));
            am.put("Right.pressed", new KeyAction(InputAction.RIGHT, true));
            am.put("Right.released", new KeyAction(InputAction.RIGHT, false));

            Timer timer = new Timer(5, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    box.update(getBounds());
                    repaint();
                }
            });
            timer.start();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(400, 400);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            box.draw(g);
        }

    }

    public class Box {

        public int x, xSpeed, y, ySpeed, width, height;

        public Box() {
            x = 0;
            y = 0;
            xSpeed = 1;
            ySpeed = 1;
            width = 10;
            height = 10;
        }

        public void update(Rectangle bounds) {
            if (!InputManager.INSTANCE.isSet(InputAction.LEFT)) {
                x -= xSpeed;
            }
            if (!InputManager.INSTANCE.isSet(InputAction.RIGHT)) {
                x += xSpeed;
            }
            if (InputManager.INSTANCE.isSet(InputAction.UP) && InputManager.INSTANCE.isSet(InputAction.DOWN)) {
                //
            } else if (!InputManager.INSTANCE.isSet(InputAction.UP)) {
                y -= ySpeed;
            } else if (!InputManager.INSTANCE.isSet(InputAction.DOWN)) {
                y += ySpeed;
            }

            if (x < bounds.x) {
                x = 0;
            } else if (x + width > (bounds.x + bounds.width)) {
                x = bounds.x + (bounds.width - width);
            }
            if (y < bounds.y) {
                y = 0;
            } else if (y + height > (bounds.y + bounds.height)) {
                y = bounds.y + (bounds.height - height);
            }
        }

        public void draw(Graphics g) {
            g.setColor(Color.BLACK);
            g.fillRect(x, y, width, height);
        }
    }

    public enum InputAction {
        UP, DOWN, LEFT, RIGHT;
    }

    public enum InputManager {
        INSTANCE;

        private Set<InputAction> actions = new HashSet<>();

        public void set(InputAction action) {
            actions.add(action);
        }

        public void remove(InputAction action) {
            actions.remove(action);
        }

        public boolean isSet(InputAction action) {
            return actions.contains(action);
        }
    }

    public class KeyAction extends AbstractAction {

        private InputAction action;
        private boolean apply;

        public KeyAction(InputAction action, boolean apply) {
            this.action = action;
            this.apply = apply;
        }

        @Override
        public void actionPerformed(ActionEvent e) {
            System.out.println("!");
            if (apply) {
                System.out.println("Apply " + action);
                InputManager.INSTANCE.set(action);
            } else {
                System.out.println("Remove " + action);
                InputManager.INSTANCE.remove(action);
            }
        }
    }
}

TL;博士

在测试上面的例子时,我遇到了很多奇怪的问题,我以前没有见过(不是我最近一直在做这种事情)。

使用时KeyListener,如果我按下(并按住)两个按钮,我可以看到“按下”动作,但没有重复事件,这是我通常期望的(对于任何键)。当我松开按键时,我看到了“释放”动作,但是当我按下(并按住它)时,没有产生新的“按下”动作。

我尝试了键绑定 API(如上所示),但仍然没有成功(类似的结果)。

然后我将 a 直接附加AWTEventListener到事件队列并监视所有击键。

我注意到,有时(甚至只是反复敲击一个键)可能不会生成“按下”。

我还注意到,按住一个或多个键,释放并再次按下一个键,通常情况下不会产生新的按下事件(仅释放事件)

我正在使用 macOS 10.13.6 和 Java 1.8.0_144-b01 - 它可能是其中一个或两个中的错误,但我没有办法测试它

更新...

因此,在从 Java 1.8 更新到 Java 1.10 之后,上述问题似乎得到了解决 - 但是,这突出了另一个硬件问题,一次只能主动按下一定数量的键 - 请参阅如何删除限制PC键盘按钮按下?更多细节


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