问题:
我正在学习 Java编程,我想创建一个游戏,在按下按键时图像左右移动。我已经可以绘制图像并监听按键,但是当窗口监听按键时,如何使图像在窗口内来回移动?例如,如果我按空格键,激光应该从屏幕底部发射。
答案:
是的,可以使图像移动使用 Swing Timer 和 Key Bindings 在窗口内来回移动,同时监听按键。下面是一个示例:
import java.awt.*; import java.awt.event.*; import java.awt.image.BufferedImage; import javax.swing.*; public class AnimationWithKeyBinding { private static void createAndShowUI() { AnimationPanel panel = new AnimationPanel(); // the drawing JPanel JFrame frame = new JFrame("Animation With Key Binding"); frame.getContentPane().add(panel); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } public static void main(String[] args) { java.awt.EventQueue.invokeLater(new Runnable() { public void run() { createAndShowUI(); } }); } } @SuppressWarnings("serial") class AnimationPanel extends JPanel { public static final int SPRITE_WIDTH = 20; public static final int PANEL_WIDTH = 400; public static final int PANEL_HEIGHT = 400; private static final int MAX_MSTATE = 25; private static final int SPIN_TIMER_PERIOD = 16; private static final int SPRITE_STEP = 3; private int mState = 0; private int mX = (PANEL_WIDTH - SPRITE_WIDTH) / 2; private int mY = (PANEL_HEIGHT - SPRITE_WIDTH) / 2; private int oldMX = mX; private int oldMY = mY; private boolean moved = false; // an array of sprite images that are drawn sequentially private BufferedImage[] spriteImages = new BufferedImage[MAX_MSTATE]; public AnimationPanel() { // create and start the main animation timer new Timer(SPIN_TIMER_PERIOD, new SpinTimerListener()).start(); setPreferredSize(new Dimension(PANEL_WIDTH, PANEL_HEIGHT)); setBackground(Color.white); createSprites(); // create the images setupKeyBinding(); } private void setupKeyBinding() { int condition = JComponent.WHEN_IN_FOCUSED_WINDOW; InputMap inMap = getInputMap(condition); ActionMap actMap = getActionMap(); // this uses an enum of Direction that holds ints for the arrow keys for (Direction direction : Direction.values()) { int key = direction.getKey(); String name = direction.name(); // add the key bindings for arrow key and shift-arrow key inMap.put(KeyStroke.getKeyStroke(key, 0), name); inMap.put(KeyStroke.getKeyStroke(key, InputEvent.SHIFT_DOWN_MASK), name); actMap.put(name, new MyKeyAction(this, direction)); } } // create a bunch of buffered images and place into an array, // to be displayed sequentially private void createSprites() { for (int i = 0; i < spriteImages.length; i++) { spriteImages[i] = new BufferedImage(SPRITE_WIDTH, SPRITE_WIDTH, BufferedImage.TYPE_INT_ARGB); Graphics2D g2 = spriteImages[i].createGraphics(); g2.setColor(Color.red); g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); double theta = i * Math.PI / (2 * spriteImages.length); double x = SPRITE_WIDTH * Math.abs(Math.cos(theta)) / 2.0; double y = SPRITE_WIDTH * Math.abs(Math.sin(theta)) / 2.0; int x1 = (int) ((SPRITE_WIDTH / 2.0) - x); int y1 = (int) ((SPRITE_WIDTH / 2.0) - y); int x2 = (int) ((SPRITE_WIDTH / 2.0) + x); int y2 = (int) ((SPRITE_WIDTH / 2.0) + y); g2.drawLine(x1, y1, x2, y2); g2.drawLine(y1, x2, y2, x1); g2.dispose(); } } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); g.drawImage(spriteImages[mState], mX, mY, null); } public void incrementX(boolean right) { oldMX = mX; if (right) { mX = Math.min(getWidth() - SPRITE_WIDTH, mX + SPRITE_STEP); } else { mX = Math.max(0, mX - SPRITE_STEP); } moved = true; } public void incrementY(boolean down) { oldMY = mY; if (down) { mY = Math.min(getHeight() - SPRITE_WIDTH, mY + SPRITE_STEP); } else { mY = Math.max(0, mY - SPRITE_STEP); } moved = true; } public void tick() { mState = (mState + 1) % MAX_MSTATE; } private class SpinTimerListener implements ActionListener { @Override public void actionPerformed(ActionEvent e) { tick(); int delta = 20; int width = SPRITE_WIDTH + 2 * delta; int height = width; // make sure to erase the old image if (moved) { int x = oldMX - delta; int y = oldMY - delta; repaint(x, y, width, height); } int x = mX - delta; int y = mY - delta; // draw the new image repaint(x, y, width, height); moved = false; } } } enum Direction { UP(KeyEvent.VK_UP), DOWN(KeyEvent.VK_DOWN), LEFT(KeyEvent.VK_LEFT), RIGHT(KeyEvent.VK_RIGHT); private int key; private Direction(int key) { this.key = key; } public int getKey() { return key; } } // Actions for the key binding @SuppressWarnings("serial") class MyKeyAction extends AbstractAction { private AnimationPanel draw; private Direction direction; public MyKeyAction(AnimationPanel draw, Direction direction) { this.draw = draw; this.direction = direction; } @Override public void actionPerformed(ActionEvent e) { switch (direction) { case UP: draw.incrementY(false); break; case DOWN: draw.incrementY(true); break; case LEFT: draw.incrementX(false); break; case RIGHT: draw.incrementX(true); break; default: break; } } }
在此示例中,AnimationPanel 类扩展了 JPanel 并处理绘图和动画。 setupKeyBinding() 方法设置箭头键的键绑定,MyKeyAction 类处理按键事件并相应地移动图像。
通过使用键绑定和 Swing Timer 的组合,您可以对象在监听按键的同时在窗口内来回移动。
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