Java Swing – 将JPanel添加到JOptionpane的键输入

当我运行代码时,添加的Example1类到JOptionPane(在Frame中)应该获得keyInput,然后更改播放器实例的y值(在example1中),但它不起作用.此外,我如何能够在其轴上旋转船舶,然后朝着其面向的方向移动?目前它沿着其旋转的方向移动,但它在看似坐标0,0的位置旋转.

import javax.swing.*;
import java.awt.*;

/**
* Created by griffin on 12/7/2015.
*/
public class Frame extends JFrame {
    public Frame() {
        initUI();
}

private void initUI() {
    JTabbedPane jtp = new JTabbedPane();
    Example1 e1 = new Example1();
    Example2 e2 = new Example2();
    getContentPane().add(jtp);
    jtp.add(e1);
    jtp.add(e2);
    jtp.addTab("Example 1", e1);
    jtp.addTab("Example 2", e2);
    setResizable(false);
    pack();
    setTitle("NLTP");
    setLocationRelativeTo(null);
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}

public static void main(String[] args) {
    EventQueue.invokeLater(new Runnable() {
        @Override
        public void run() {
            JFrame frame =  new Frame();
            frame.setVisible(true);
        }
    });
}
}

例1

import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.geom.AffineTransform;

/**
* Created by griffin on 12/7/2015.
*/
public class Example1 extends JPanel implements Runnable {

private final int B_WIDTH = 640;
private final int B_HEIGHT = 480;
private int DELAY = 25;
private Thread thread;

Ship player = new Ship(320, 240);

public Example1() {
    initScreen();
}

private void initScreen() {
    JButton explanation = new JButton("Explanation");
    explanation.setBounds(0, 0, 150, 30);
    this.setLayout(null);
    add(explanation);

    addKeyListener(new keyInput());
    setFocusable(true);

    setBackground(Color.BLACK);
    setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
    setDoubleBuffered(true);
}

@Override
public void addNotify() {
    super.addNotify();

    thread = new Thread(this);
    thread.start();
}

public void paintComponent(Graphics g) {
    super.paintComponent(g);
    draw(g);
}

public void draw(Graphics g) {
    super.paintComponent(g);
    Graphics2D g2d = (Graphics2D) g;
    AffineTransform old = g2d.getTransform();
    g2d.rotate(Math.toRadians(player.angle));
    g2d.drawImage(player.ship, player.x, player.y, null);
    g2d.setTransform(old);


    Toolkit.getDefaultToolkit().sync();
}


public void cycle() {
    player.y += player.vY;
}


@Override
public void run() {
    long beforeTime, timeDiff, sleep;

    beforeTime = System.currentTimeMillis();

    while (true) {


        cycle();
        repaint();

        timeDiff = System.currentTimeMillis() - beforeTime;
        sleep = DELAY - timeDiff;

        if (sleep < 0) {
            sleep = 2;
        }

        try {
            Thread.sleep(sleep);
        } catch (InterruptedException e) {
            System.out.println("Interrupted: " + e.getMessage());
        }

        beforeTime = System.currentTimeMillis();
    }
}

public class keyInput extends KeyAdapter {
    @Override
    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();

        if(key == KeyEvent.VK_W) {
        }
    }

    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();

        if (key == KeyEvent.VK_W) {
            player.vY -= 1;
        }

        if(key == KeyEvent.VK_A) {
            player.angle++;
        }

        if(key == KeyEvent.VK_D) {
            player.angle--;
        }
    }
}
}

解决方法:

KeyListener因焦点相关问题而闻名.组件不仅需要可聚焦,而且在注册关键事件之前必须具有键盘焦点.这是一个问题,因为由于各种原因,您的组件很容易失去焦点.

解决方案是使用旨在帮助解决此问题的密钥绑定API.有关详细信息,请参见How to Use Key Bindings.

Swing使用被动渲染方法.也就是说,当API决定需要更新某些内容时,就会发生更新.有关详细信息,请参见Painting in AWT and Swing

你真正需要的是某种主动渲染方法,其中更新是在常规基础上进行的.这可以通过多种方式实现,最简单的方法是使用Swing Timer,因为更新UI(或UI所依赖的值)是安全的,而不存在引入竞争条件的风险.有关详细信息,请参见How to use Swing Timers

因此,这个例子基本上将输入抽象为四个基本动作,左/右和上/下旋转.代码并不关心这些输入是如何生成的,只是它们可以生成.

然后,它使用键绑定API来注册输入的操作.这一切都是通过一个Action类完成的,它只是将一个Input添加到一个Set,Timer在确定重新绘制UI之前用它来确定应该应用哪些动作.

通过使用AffineTransform完成旋转.首先,我们将原点转换为精灵当前的x / y位置,然后围绕精灵的中心旋转它.这减少了很多与旋转物相关的复杂性/问题(我简单)

AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
at.rotate(Math.toRadians(angle), sprite.getWidth() / 2, sprite.getHeight() / 2);
g2d.setTransform(at);
g2d.drawImage(sprite, 0, 0, this);

请注意,图形上下文是共享资源,在进行这些类型的更改之前,您需要复制它(并在完成后处理它)

Java Swing  – 将JPanel添加到JOptionpane的键输入

import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.HashSet;
import java.util.Set;
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.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class FlyingPoniesWithGuns {

    public static void main(String[] args) {
        new FlyingPoniesWithGuns();
    }

    public FlyingPoniesWithGuns() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    try {
                        UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                    } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                        ex.printStackTrace();
                    }

                    JFrame frame = new JFrame("Testing");
                    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                    frame.add(new TestPane());
                    frame.pack();
                    frame.setLocationRelativeTo(null);
                    frame.setVisible(true);
                } catch (IOException ex) {
                    ex.printStackTrace();
                }
            }
        });
    }

    public enum Input {
        ROTATE_LEFT,
        ROTATE_RIGHT,
        UP,
        DOWN
    }

    public class TestPane extends JPanel {

        private BufferedImage sprite;
        private double angle;
        private int xPos, yPos;
        private double xDelta, yDelta;

        private Set<Input> inputs;

        public TestPane() throws IOException {
            inputs = new HashSet<>(25);
            sprite = ImageIO.read(getClass().getResource("/Pony.png"));
            xPos = (400 - sprite.getWidth()) / 2;
            yPos = (400 - sprite.getHeight()) / 2;

            addKeyBinding("rotate-left", KeyEvent.VK_A, Input.ROTATE_LEFT);
            addKeyBinding("rotate-right", KeyEvent.VK_D, Input.ROTATE_RIGHT);

            Timer timer = new Timer(40, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    if (inputs.contains(Input.ROTATE_LEFT)) {
                        angle -= 5;
                    } else if (inputs.contains(Input.ROTATE_RIGHT)) {
                        angle += 5;
                    }
                    repaint();
                }
            });
            timer.start();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(400, 400);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2d = (Graphics2D) g.create();
            g2d.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
            g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
            g2d.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, RenderingHints.VALUE_COLOR_RENDER_QUALITY);
            g2d.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
            g2d.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, RenderingHints.VALUE_FRACTIONALMETRICS_ON);
            g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR);
            g2d.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
            g2d.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_PURE);

            AffineTransform at = AffineTransform.getTranslateInstance(xPos, yPos);
            at.rotate(Math.toRadians(angle), sprite.getWidth() / 2, sprite.getHeight() / 2);
            g2d.setTransform(at);
            g2d.drawImage(sprite, 0, 0, this);
            g2d.dispose();
        }

        protected void addKeyBinding(String name, int keyCode, Input input) {
            InputMap inputMap = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap actionMap = getActionMap();

            inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, false), name + ".pressed");
            actionMap.put(name + ".pressed", new InputAction(input, true));

            inputMap.put(KeyStroke.getKeyStroke(keyCode, 0, true), name + ".released");
            actionMap.put(name + ".released", new InputAction(input, false));
        }

        protected class InputAction extends AbstractAction {

            private Input input;
            private boolean pressed;

            public InputAction(Input input, boolean pressed) {
                this.input = input;
                this.pressed = pressed;
            }

            @Override
            public void actionPerformed(ActionEvent e) {
                if (pressed) {
                    inputs.add(input);
                } else {
                    inputs.remove(input);
                }
            }

        }

    }

}

运动怎么样?您可以查看How do I make an entity move in a direction?How can I move a sprite in the direction it is facing?,了解有关如何实现这一目标的更多想法

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