键盘动作监听器
我试图让我的游戏中的太空飞船(PlayerShip.gif)在按下相应的键时向左、向右、向上和向下移动。我知道我需要一个键盘监听器,但我在弄清楚它去哪里以及它实际上是如何实现时遇到问题。我的代码如下。
public class GamePanel extends JPanel implements KeyListener {
Timer timer1;
Timer timer2;
ArrayList<Ships> ship;
int x;
int y;
double speed;
int size;
int shipxCoord;
int shipyCoord;
int shipHeight;
int shipWidth;
int shipRise;
int shipRun;
boolean left = false;
boolean right = false;
boolean up = false;
boolean down = false;
Image enemyShip1;
Image enemyShip2;
Image playerShip;
ImageIcon ic = new ImageIcon("Ship.gif");
ImageIcon ic2 = new ImageIcon("Ship2.gif");
int width = ic.getIconWidth();
int height = ic.getIconHeight();
Image background = Toolkit.getDefaultToolkit().createImage("background.jpg");
public GamePanel(int size, double speed) {
super();
x = 450;
y = 510;
ship = new ArrayList<Ships>();
// call timer for 1st type of enemy Ship with a delay of 5 seconds between ships
enemy1Timer(5);
// call timer for 2nd type of enemy Ship with a delay of 3 seconds between ships
enemy2Timer(3);
this.size = size;
this.speed = speed;
enemyShip1 = new ImageIcon("ship.gif").getImage();
enemyShip2 = new ImageIcon("ship2.gif").getImage();
playerShip = new ImageIcon("playerShip.gif").getImage();
// this.add(image);
} // end constructor
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, null);
for (Ships s : ship) {
s.paintComponent(g);
}
g.drawImage(playerShip, x, y, this);
//g.drawImage(enemyShip2,x,y,this);
}// end method paintComponent
public void move() {
for (Ships s : ship) {
s.moveship(this);
// s.detectCollision(ship);
}
if (left) {
x -= speed;
}
if (right) {
x += speed;
}
if (up) {
y -= speed;
}
if (down) {
y += speed;
}
if (x > getWidth() - size) {
x = getWidth() - size;
}
if (x < 0) {
x = 0;
}
if (y > getHeight() - size) {
y = getHeight() - size;
}
if (y < 0) {
y = 0;
}
}// end method move
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == e.VK_LEFT) {
left = true;
}
if (e.getKeyCode() == e.VK_RIGHT) {
right = true;
}
if (e.getKeyCode() == e.VK_UP) {
up = true;
}
if (e.getKeyCode() == e.VK_DOWN) {
down = true;
}
} // end method keyPressed
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == e.VK_LEFT) {
left = false;
}
if (e.getKeyCode() == e.VK_RIGHT) {
right = false;
}
if (e.getKeyCode() == e.VK_UP) {
up = false;
}
if (e.getKeyCode() == e.VK_DOWN) {
down = false;
}
}
public void enemy1Timer(int seconds) {
timer1 = new Timer();
timer1.schedule(new ShipSwarm1(), 1000, seconds * 1000);
}// end method enemy1Timer
class ShipSwarm1 extends TimerTask {
public void run() {
for (int Wave = 1; Wave > 0; Wave--) {
Ships enemy = new Ships(ic, enemyShip1);
ship.add(enemy);
}// end for
}// end method run
}// end class Enemy1Swarm
public void enemy2Timer(int seconds) {
timer2 = new Timer();
timer2.schedule(new ShipSwarm2(), 3000, seconds * 1000);
}// end method enemy1Timer
class ShipSwarm2 extends TimerTask {
public void run() {
for (int Wave = 1; Wave > 0; Wave--) {
Ships enemy = new Ships(ic2, enemyShip2);
ship.add(enemy);
}// end for
}// end method run
}
}
I am trying to make a space ship (PlayerShip.gif) in my game move left, right, up, and down when the coresponding keys are pressed. I know i need an keyboardListener but im having issues figuring out where it goes and how it is actually implimented. my code is as follows.
public class GamePanel extends JPanel implements KeyListener {
Timer timer1;
Timer timer2;
ArrayList<Ships> ship;
int x;
int y;
double speed;
int size;
int shipxCoord;
int shipyCoord;
int shipHeight;
int shipWidth;
int shipRise;
int shipRun;
boolean left = false;
boolean right = false;
boolean up = false;
boolean down = false;
Image enemyShip1;
Image enemyShip2;
Image playerShip;
ImageIcon ic = new ImageIcon("Ship.gif");
ImageIcon ic2 = new ImageIcon("Ship2.gif");
int width = ic.getIconWidth();
int height = ic.getIconHeight();
Image background = Toolkit.getDefaultToolkit().createImage("background.jpg");
public GamePanel(int size, double speed) {
super();
x = 450;
y = 510;
ship = new ArrayList<Ships>();
// call timer for 1st type of enemy Ship with a delay of 5 seconds between ships
enemy1Timer(5);
// call timer for 2nd type of enemy Ship with a delay of 3 seconds between ships
enemy2Timer(3);
this.size = size;
this.speed = speed;
enemyShip1 = new ImageIcon("ship.gif").getImage();
enemyShip2 = new ImageIcon("ship2.gif").getImage();
playerShip = new ImageIcon("playerShip.gif").getImage();
// this.add(image);
} // end constructor
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(background, 0, 0, null);
for (Ships s : ship) {
s.paintComponent(g);
}
g.drawImage(playerShip, x, y, this);
//g.drawImage(enemyShip2,x,y,this);
}// end method paintComponent
public void move() {
for (Ships s : ship) {
s.moveship(this);
// s.detectCollision(ship);
}
if (left) {
x -= speed;
}
if (right) {
x += speed;
}
if (up) {
y -= speed;
}
if (down) {
y += speed;
}
if (x > getWidth() - size) {
x = getWidth() - size;
}
if (x < 0) {
x = 0;
}
if (y > getHeight() - size) {
y = getHeight() - size;
}
if (y < 0) {
y = 0;
}
}// end method move
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == e.VK_LEFT) {
left = true;
}
if (e.getKeyCode() == e.VK_RIGHT) {
right = true;
}
if (e.getKeyCode() == e.VK_UP) {
up = true;
}
if (e.getKeyCode() == e.VK_DOWN) {
down = true;
}
} // end method keyPressed
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == e.VK_LEFT) {
left = false;
}
if (e.getKeyCode() == e.VK_RIGHT) {
right = false;
}
if (e.getKeyCode() == e.VK_UP) {
up = false;
}
if (e.getKeyCode() == e.VK_DOWN) {
down = false;
}
}
public void enemy1Timer(int seconds) {
timer1 = new Timer();
timer1.schedule(new ShipSwarm1(), 1000, seconds * 1000);
}// end method enemy1Timer
class ShipSwarm1 extends TimerTask {
public void run() {
for (int Wave = 1; Wave > 0; Wave--) {
Ships enemy = new Ships(ic, enemyShip1);
ship.add(enemy);
}// end for
}// end method run
}// end class Enemy1Swarm
public void enemy2Timer(int seconds) {
timer2 = new Timer();
timer2.schedule(new ShipSwarm2(), 3000, seconds * 1000);
}// end method enemy1Timer
class ShipSwarm2 extends TimerTask {
public void run() {
for (int Wave = 1; Wave > 0; Wave--) {
Ships enemy = new Ships(ic2, enemyShip2);
ship.add(enemy);
}// end for
}// end method run
}
}
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看一下这个链接,了解已实施的游戏在 Java 中,它完全符合您的要求。按键 - 上、左、右和下键。
这是著名的 15 场游戏
摘录,
用于处理箭头键的 handleKeyPress() 方法
Take a look at this link for a game impelemented in Java and it does exactly what you are looking for. Key presses - up left right and down keys.
Its the famous 15-game
An excerpt from that,
The handleKeyPress() method for handling the arrow keys
还可以考虑添加对所有八个(半)基本方向的控制,如本游戏所示。为了获得更大的灵活性,请考虑操作和键绑定,讨论<一个href="http://sites.google.com/site/drjohnbmatthews/keypad-panel" rel="nofollow">此处。
Also consider adding conrol over all eight (semi-) cardinal directions, as shown in this game. For greater flexibility, consider actions and key bindings, discussed here.