我一直在制作俄罗斯方块游戏,它几乎完成了。我对 KeyEvents 和 Timer 有疑问。
我的计时器每 400 毫秒调用actionPerformed
一次,它会下拉俄罗斯方块块。问题是,如果我从键盘上按下某些东西(下、左、右等),这些命令也会每 400 毫秒记录一次。我怎样才能让计时器actionPerformed
每 400 毫秒调用一次,但这样我就可以随时随地按多少次我想要键盘上的东西并立即识别/响应?
编辑:这是人们问的一些代码
public class Game extends JPanel implements ActionListener {
public static final HashMap<Character, Color> colors = new HashMap<Character,Color>();
Timer timer;
Block kpl;
Grid gameBoard;
char[][] grid;
boolean paused = false;
public Game() {
colors.put('P', Color.blue); colors.put('S', Color.green);
colors.put('D', Color.pink); colors.put('L', Color.red);
colors.put('Z', Color.orange); colors.put('A', Color.cyan);
colors.put('T', Color.magenta);
kpl = new Block();
gameBoard = new Grid(21,10); // 21x10 sized gameboard
grid = gameBoard.getGrid();
addKeyListener(new KeyListening());
setDoubleBuffered(true);
setFocusable(true);
timer = new Timer(100, this);
timer.start();
}
@Override
public void paint(Graphics g) { // draws the current game situation
super.paint(g);
int height = getHeight()/grid.length;
int width = getWidth()/grid[0].length/2;
for (int row = 0; row < grid.length; ++row) {
for (int column = 0; column < grid[row].length; ++column) {
if (grid[row][column] == '.') { // if empty, paint white
g.setColor(Color.white);
g.fillRect(column*width, row*height , width, height);
g.setColor(Color.LIGHT_GRAY);
g.drawRect(column*width, row*height , width, height);
}
else if (grid[row][column] != '.') { // if not empty, paint with the color of the block
g.setColor(colors.get(grid[row][column]));
g.fillRect(column*width, row*height , width, height);
g.setColor(Color.BLACK);
g.drawRect(column*width, row*height , width, height);
}
}
}
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
public void actionPerformed(ActionEvent e) {
if (!gameBoard.isFallingBlock())
gameBoard.drop(kpl); // if not any falling blocks, drops a new block
gameBoard.updateView(); // moves the block down
repaint();
}
private class KeyListening extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_LEFT:
gameBoard.move("v"); // moves block left
break;
case KeyEvent.VK_RIGHT:
gameBoard.move("o"); // moves block right
break;
case KeyEvent.VK_DOWN:
gameBoard.updateView(); // moves block down
break;
case KeyEvent.VK_SPACE:
gameBoard.move("p"); // drops the block to the bottom
break;
case KeyEvent.VK_UP: // rotates block
gameBoard.move("k");
break;
case KeyEvent.VK_P: // makes the game pause
if (paused) {
timer.start();
paused = false;
return;
}
timer.stop();
paused = true;
break;
}
}
}
}
由于我一直用自己的语言命名变量,因此不得不稍微翻译一下变量。GUI 也非常简单,因为我首先制作了我的俄罗斯方块的文本版本,所以它基本上在后台运行它的文本版本,只是描绘游戏的情况。
文本版本本身是 char 类型的矩阵,我在其中移动块,例如:
..P..
..ppp
.....
.....
解决了:
问题解决了!在来自键盘的每个命令之后,在 public void keyPressed() 中,我再次调用了 repaint() 方法,例如
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_LEFT:
gameBoard.move("v");
repaint();
break;
最初我的游戏会立即响应我的键盘命令,但在调用 repaint() 的 actionPerformed() 中每 400 毫秒绘制一次游戏的当前状态。现在我的块可以随时移动而没有任何“延迟”,并且它们仍然每 400 毫秒稳定下降 :)