Im working on making a simple Java game and had the great idea of separating my input handling to a separate class then the main game. I am having trouble getting my InputHandler class to actually receive input.
Main Game Class (DrawPanel.java)
package com.eriksaulnier.DesignedToFail;
import java.awt.*;
import java.awt.image.*;
import com.eriksaulnier.DesignedToFail.InputHandler;
import javax.swing.*;
public class DrawPanel extends JPanel {
private static final long serialVersionUID = 1L;
BufferedImage buffer;
InputHandler inputHandler;
Entity player;
Entity enemy;
public boolean spawnBullet = false;
public DrawPanel () {
setIgnoreRepaint(true);
setVisible(true);
setFocusable(true);
addKeyListener(inputHandler);
addMouseListener(inputHandler);
new InputHandler();
}
public void initialize() {
buffer = new BufferedImage(800,600,BufferedImage.TYPE_INT_RGB);
player = new Entity(370, 270);
enemy = new Entity(100, 100);
}
public void update() {
player.move();
}
public void checkCollisions() {
if (player.getBounds().intersects(enemy.getBounds()))
player.collision = true;
else
player.collision = false;
}
public void drawBuffer() {
Graphics2D b = buffer.createGraphics();
b.setColor(Color.white);
b.fillRect(0, 0, 800, 600);
if (player.collision == false) {
b.setColor(Color.blue);
b.fillRect(player.getX(), player.getY(), player.getWidth(), player.getHeight());
b.setColor(Color.red);
b.fillRect(enemy.getX(), enemy.getY(), enemy.getWidth(), enemy.getHeight());
b.dispose();
}
else {
b.setColor(Color.black);
b.drawString("Collision!", 350, 300);
b.dispose();
}
}
public void drawScreen() {
Graphics2D g = (Graphics2D)this.getGraphics();
g.drawImage(buffer, 0, 0, this);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
public void startGame() {
initialize();
while(true) {
try {
update();
checkCollisions();
drawBuffer();
drawScreen();
Thread.sleep(15);
}
catch(Exception e) {
e.printStackTrace();
}
}
}
}
InputHandler (InputHandler.java)
package com.eriksaulnier.DesignedToFail;
import java.awt.event.KeyListener;
import java.awt.event.MouseListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseEvent;
import javax.swing.JPanel;
public class InputHandler extends JPanel implements KeyListener, MouseListener {
public boolean isShooting = false;
Entity player;
public InputHandler () {
System.out.println("Listener Works!");
}
public void mouseClicked(MouseEvent e) {
}
public void mousePressed(MouseEvent e) {
int button = e.getButton();
if (button == MouseEvent.BUTTON1)
isShooting = true;
System.out.println("Shooting!");
}
public void mouseReleased(MouseEvent e) {
int button = e.getButton();
if (button == MouseEvent.BUTTON1)
isShooting = false;
System.out.println("Not Shooting!");
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W)
player.up = true;
if (key == KeyEvent.VK_S)
player.down = true;
if (key == KeyEvent.VK_A)
player.left = true;
if (key == KeyEvent.VK_D)
player.right = true;
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W)
player.up = false;
if (key == KeyEvent.VK_S)
player.down = false;
if (key == KeyEvent.VK_A)
player.left = false;
if (key == KeyEvent.VK_D)
player.right = false;
}
}