我有一个游戏,它有一艘可以在所有 6 个维度上移动的船。所有的物理工作,但我无法将键盘输入转换为可变输出。我希望 4 个引擎具有可变功率。有没有人有任何捕捉键盘输入的好主意/方法可以用来舒适地设置变量输出?到目前为止,我已经尝试让引擎加速用户按住键的时间越长,但它似乎不能很好地工作......
问问题
465 次
1 回答
1
这是一个“真正”的基本示例。
这个概念是,如果你按1,它会增加第一个推进器的功率,如果你按Shift+ 1,它会减少它。
钥匙2和3控制其他推进器同样...
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
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.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class Thrust {
public static void main(String[] args) {
new Thrust();
}
public Thrust() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private BufferedImage viper;
private BufferedImage thrust;
private BufferedImage maxThrust;
private float[] power = new float[]{0f, 0f, 0f};
public TestPane() {
try {
viper = ImageIO.read(getClass().getResource("/Viper01.png"));
thrust = ImageIO.read(getClass().getResource("/ThrusterBurn01.png"));
maxThrust = ImageIO.read(getClass().getResource("/MaxBurn01.png"));
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_1, 0), "Thruster1Up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_1, KeyEvent.SHIFT_DOWN_MASK), "Thruster1Down");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_2, 0), "Thruster2Up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_2, KeyEvent.SHIFT_DOWN_MASK), "Thruster2Down");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_3, 0), "Thruster3Up");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_3, KeyEvent.SHIFT_DOWN_MASK), "Thruster3Down");
am.put("Thruster1Up", new ThrustAction(0, 0.1f));
am.put("Thruster1Down", new ThrustAction(0, -0.1f));
am.put("Thruster2Up", new ThrustAction(1, 0.1f));
am.put("Thruster2Down", new ThrustAction(1, -0.1f));
am.put("Thruster3Up", new ThrustAction(2, 0.1f));
am.put("Thruster3Down", new ThrustAction(2, -0.1f));
} catch (IOException exp) {
exp.printStackTrace();
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(1000, 400);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (viper != null && thrust != null && maxThrust != null) {
Graphics2D g2d = (Graphics2D) g.create();
int yOffset = (getHeight() - viper.getHeight()) / 2;
Point port[] = new Point[]{new Point(574, 111), new Point(576, 159), new Point(574, 210)};
for (int index = 0; index < 3; index++) {
BufferedImage image = thrust;
if (power[index] >= 1f) {
image = maxThrust;
}
float progress = Math.min(Math.max(0, power[index]), 1f);
int width = image.getWidth();
int minWidth = (int)(width * 0.1f);
width -= minWidth;
width = (int)(width - (width * (1f - progress)));
width = Math.max(minWidth, width);
int x = port[index].x;
int y = yOffset + port[index].y - (image.getHeight()/ 2);
image = image.getSubimage(image.getWidth() - width, 0, width, image.getHeight());
g2d.drawImage(image, x, y, this);
}
int x = 0;
g2d.drawImage(viper, x, yOffset, this);
g2d.dispose();
}
}
public class ThrustAction extends AbstractAction {
private int thruster;
private float modifer;
public ThrustAction(int thruster, float modifier) {
this.thruster = thruster;
this.modifer = modifier;
}
@Override
public void actionPerformed(ActionEvent e) {
power[thruster] += modifer;
power[thruster] = Math.min(Math.max(power[thruster], 0f), 1f);
repaint();
}
}
}
}
于 2013-04-23T02:04:19.933 回答