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我已经明白,要实现 java 图像的流畅移动,我必须设置booleans然后从该状态触发动作。
我试图在运行循环中设置它,但精灵没有移动。我试过调试它,它进入了每个方法,所以我不知道我做错了什么。

public void run(){
    while (running){
    go();
    repaint();
    System.out.println("The game runs");
    try {
        Thread.sleep(1000/60);
    } catch (InterruptedException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }

    }
}


//PAINT GRAPHICS
public void paintComponent (Graphics g){
    super.paintComponent(g);
    g.drawImage(bg, 0, 0, this);
    g.drawImage(sprite, cordX, cordY, this);


}

//LOAD IMAGES
public void load (){
            try {
        String bgpath = "res/bg.png";
        bg = ImageIO.read(new File (sfondopath));
        String spritepath = "res/sprite.png";
        sprite = ImageIO.read(new File (spritespath));
    } catch (IOException e) {

        e.printStackTrace();
    }

}


//MOVEMENT
public void go(){
    cordX += vX;
    cordX += vY;

}

public void gameupdate(){
    vX=0;
    vY=0;
    if (down) vY = speed;
    if (up) vY = -speed;
    if (left) vX = -speed;
    if (right) vX = speed;
}



public void keyPressed(KeyEvent ke) {
     switch (ke.getKeyCode()) {
     //if the right arrow in keyboard is pressed...
     case KeyEvent.VK_RIGHT: {
         down = true;
     }
     break;
     //if the left arrow in keyboard is pressed...
     case KeyEvent.VK_LEFT: {
         up = true;
     }
     break;
     //if the down arrow in keyboard is pressed...
     case KeyEvent.VK_DOWN: {
         right = true;
     }
     break;
     //if the up arrow in keyboard is pressed...
     case KeyEvent.VK_UP: {
         left = true;
     }
     break;
 }
 gameupdate();
}




public void keyReleased(KeyEvent ke) {

     switch (ke.getKeyCode()) {
     //if the right arrow in keyboard is pressed...
     case KeyEvent.VK_RIGHT: {
         down = false;
     }
     break;
     //if the left arrow in keyboard is pressed...
     case KeyEvent.VK_LEFT: {
         up = false;
     }
     break;
     //if the down arrow in keyboard is pressed...
     case KeyEvent.VK_DOWN: {
         right = false;
     }
     break;
     //if the up arrow in keyboard is pressed...
     case KeyEvent.VK_UP: {
         left = false;
     }
     break;
 }
 gameupdate();

}
4

1 回答 1

1

您正在使用 while 循环阻塞事件调度线程。这使摇摆没有机会实际绘制任何东西。改用摇摆计时器

对你来说大概是:

ActionListener gameLoop = new ActionListener() {
    @Override
    public void actionPerformed(ActionEvent evt) {
        go();
        repaint();
        System.out.println("The game runs");
   }
};

Timer timer = new Timer(1000/60, gameLoop);

public void run() {
    timer.start();
}

您可以timer.stop()在通常未设置的地方调用running

于 2013-07-19T07:15:12.490 回答