我正在使用KeyListener
在我的代码(游戏或其他)中作为我的屏幕对象对用户按键输入使用react的方式。这是我的代码:
public class MyGame extends JFrame {
static int up = KeyEvent.VK_UP;
static int right = KeyEvent.VK_RIGHT;
static int down = KeyEvent.VK_DOWN;
static int left = KeyEvent.VK_LEFT;
static int fire = KeyEvent.VK_Q;
public MyGame() {
// Do all the layout management and what not...
JLabel obj1 = new JLabel();
JLabel obj2 = new JLabel();
obj1.addKeyListener(new MyKeyListener());
obj2.addKeyListener(new MyKeyListener());
add(obj1);
add(obj2);
// Do other GUI things...
}
static void move(int direction, Object source) {
// do something
}
static void fire(Object source) {
// do something
}
static void rebindKey(int newKey, String oldKey) {
// Depends on your GUI implementation.
// Detecting the new key by a KeyListener is the way to go this time.
if (oldKey.equals("up"))
up = newKey;
if (oldKey.equals("down"))
down = newKey;
// ...
}
public static void main(String[] args) {
new MyGame();
}
private static class MyKeyListener extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
Object source = e.getSource();
int action = e.getExtendedKeyCode();
/* Will not work if you want to allow rebinding keys since case variables must be constants.
switch (action) {
case up:
move(1, source);
case right:
move(2, source);
case down:
move(3, source);
case left:
move(4, source);
case fire:
fire(source);
...
}
*/
if (action == up)
move(1, source);
else if (action == right)
move(2, source);
else if (action == down)
move(3, source);
else if (action == left)
move(4, source);
else if (action == fire)
fire(source);
}
}
}
我的响应能力有问题:
- 我需要点击该对象才能使其工作。
- 按下其中一个键时得到的响应不是我希望的工作方式 - 响应太快或响应太迟钝。
为什么会发生这种情况以及如何解决这个问题?
最佳答案
这个答案解释并演示了如何使用键绑定(bind)而不是键监听器来达到教育目的。事实并非如此
- 如何用 Java 编写游戏。
- 良好的代码编写应该是什么样的(例如可见性)。
- 实现按键绑定(bind)的最有效(性能或代码方面)的方法。
是
- 我将发布此内容作为对关键听众有困难的任何人的答案。
回答;阅读Swing tutorial on key bindings .
I don't want to read manuals, tell me why I would want to use key bindings instead of the beautiful code I have already!
嗯,Swing 教程解释了这一点
- 按键绑定(bind)不需要您单击组件(以使其获得焦点):
- 消除从用户角度来看的意外行为。
- 如果您有 2 个对象,它们无法同时移动,因为在给定时间只有 1 个对象可以获得焦点(即使您将它们绑定(bind)到不同的键)。
- 按键绑定(bind)更容易维护和操作:
- 禁用、重新绑定(bind)、重新分配用户操作变得更加容易。
- 代码更容易阅读。
OK, you convinced me to try it out. How does it work?
tutorial 有一个关于它的很好的部分。键绑定(bind)涉及 2 个对象 InputMap
和 ActionMap
。 InputMap
将用户输入映射到操作名称,ActionMap
将操作名称映射到Action
。当用户按下某个键时,会在输入映射中搜索该键并找到 Action 名称,然后在 Action 映射中搜索该 Action 名称并执行该 Action 。
Looks cumbersome. Why not bind the user input to directly to the action and get rid of the action name? Then you need only one map and not two.
好问题!您会发现这是使键绑定(bind)更易于管理的事情之一(禁用、重新绑定(bind)等)。
I want you to give me a full working code of this.
否(Swing 教程有 working examples )。
You suck!I hate you!
以下是如何进行单键绑定(bind):
myComponent.getInputMap().put("userInput", "myAction");
myComponent.getActionMap().put("myAction", action);
请注意,有 3 个 InputMap
对不同的焦点状态使用react:
myComponent.getInputMap(JComponent.WHEN_FOCUSED);
myComponent.getInputMap(JComponent.WHEN_ANCESTOR_OF_FOCUSED_COMPONENT);
myComponent.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
WHEN_FOCUSED
也是在未提供参数时使用的,在组件具有焦点时使用。这与关键监听器的情况类似。WHEN_ANCESTOR_OF_FOCUSED_COMPONENT
当焦点组件位于注册为接收操作的组件内部时使用。如果一艘宇宙飞船内有许多船员,并且您希望宇宙飞船在任何船员获得焦点时继续接收输入,请使用此选项。WHEN_IN_FOCUSED_WINDOW
在注册接收操作的组件位于焦点组件内部时使用。如果您在聚焦窗口中有许多坦克,并且希望所有坦克同时接收输入,请使用此选项。
假设要同时控制两个对象,问题中提供的代码将类似于以下内容:
public class MyGame extends JFrame {
private static final int IFW = JComponent.WHEN_IN_FOCUSED_WINDOW;
private static final String MOVE_UP = "move up";
private static final String MOVE_DOWN = "move down";
private static final String FIRE = "move fire";
static JLabel obj1 = new JLabel();
static JLabel obj2 = new JLabel();
public MyGame() {
// Do all the layout management and what not...
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("UP"), MOVE_UP);
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("DOWN"), MOVE_DOWN);
// ...
obj1.getInputMap(IFW).put(KeyStroke.getKeyStroke("control CONTROL"), FIRE);
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("W"), MOVE_UP);
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("S"), MOVE_DOWN);
// ...
obj2.getInputMap(IFW).put(KeyStroke.getKeyStroke("T"), FIRE);
obj1.getActionMap().put(MOVE_UP, new MoveAction(1, 1));
obj1.getActionMap().put(MOVE_DOWN, new MoveAction(2, 1));
// ...
obj1.getActionMap().put(FIRE, new FireAction(1));
obj2.getActionMap().put(MOVE_UP, new MoveAction(1, 2));
obj2.getActionMap().put(MOVE_DOWN, new MoveAction(2, 2));
// ...
obj2.getActionMap().put(FIRE, new FireAction(2));
// In practice you would probably create your own objects instead of the JLabels.
// Then you can create a convenience method obj.inputMapPut(String ks, String a)
// equivalent to obj.getInputMap(IFW).put(KeyStroke.getKeyStroke(ks), a);
// and something similar for the action map.
add(obj1);
add(obj2);
// Do other GUI things...
}
static void rebindKey(KeyEvent ke, String oldKey) {
// Depends on your GUI implementation.
// Detecting the new key by a KeyListener is the way to go this time.
obj1.getInputMap(IFW).remove(KeyStroke.getKeyStroke(oldKey));
// Removing can also be done by assigning the action name "none".
obj1.getInputMap(IFW).put(KeyStroke.getKeyStrokeForEvent(ke),
obj1.getInputMap(IFW).get(KeyStroke.getKeyStroke(oldKey)));
// You can drop the remove action if you want a secondary key for the action.
}
public static void main(String[] args) {
new MyGame();
}
private class MoveAction extends AbstractAction {
int direction;
int player;
MoveAction(int direction, int player) {
this.direction = direction;
this.player = player;
}
@Override
public void actionPerformed(ActionEvent e) {
// Same as the move method in the question code.
// Player can be detected by e.getSource() instead and call its own move method.
}
}
private class FireAction extends AbstractAction {
int player;
FireAction(int player) {
this.player = player;
}
@Override
public void actionPerformed(ActionEvent e) {
// Same as the fire method in the question code.
// Player can be detected by e.getSource() instead, and call its own fire method.
// If so then remove the constructor.
}
}
}
您可以看到,将输入映射与操作映射分开可以实现可重用的代码和更好的绑定(bind)控制。此外,如果您需要该功能,还可以直接控制Action。例如:
FireAction p1Fire = new FireAction(1);
p1Fire.setEnabled(false); // Disable the action (for both players in this case).
请参阅Action tutorial了解更多信息。
I see that you used 1 action, move, for 4 keys (directions) and 1 action, fire, for 1 key. Why not give each key its own action, or give all keys the same action and sort out what to do inside the action (like in the move case)?
好点。从技术上讲,您可以两者兼得,但您必须考虑什么是有意义的以及什么可以轻松管理和可重用代码。这里我假设所有方向的移动都是相似的,而射击是不同的,所以我选择了这种方法。
I see a lot of
KeyStroke
s used, what are those? Are they like aKeyEvent
?
是的,它们有类似的功能,但更适合用在这里。查看他们的API获取信息以及如何创建它们。
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关于java - 如何使用按键绑定(bind)而不是按键监听器,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35543172/