所以我想创建一个Tron多人游戏,有点像蛇。无论如何,多个人应该能够使用一个键盘来玩这个游戏,但不同的键组合可以在屏幕上控制他们的角色。一个玩家目前使用WASD键,另一个玩家应该使用箭头键。
我的问题是我使用FXML使用Javafx Scene Builder创建了一个场景。只有在创建游戏后我才注意到场景构建器显然只支持一个关键的监听器,所以目前只有一个玩家可以控制他们的游戏数字。有没有办法解决这个问题?请帮助,以便一个玩家可以使用WASD-Keys,另一个玩家可以使用箭头键进行导航。我的问题与现有的解决方案不同,因为蛇需要属于不同的玩家。仅检查按键输入是否被按下或两个同时按下是不够的,但它需要检查正确的玩家是否按下了输入,即使其他玩家也按下了他们的输入。希望有点清除混淆。
关键听众
import java.util.ArrayList;
import javafx.scene.Scene;
public class Human extends Player implements Runnable{
int keyboardControlsLayout;
Scene scene;
public Human(int stepSize, String colour, int playerNum, Scene scene,
int keyboardControlsLayout) {
super(stepSize, colour, playerNum);
// keyboardControlsLayout(0) = WASD
// keyboardControlsLayout(1) = ARROWS
this.keyboardControlsLayout = keyboardControlsLayout;
this.scene = scene;
}
@Override
public void run() {
// TODO Auto-generated method stub
while(this.getSnake().getAlive()) {
if (keyboardControlsLayout == 1) {
// use WASD
System.out.println("wasd");
scene.setOnKeyPressed(event -> {
switch (event.getCode()) {
case W:
snake.setDirection(0);
break;
case S:
snake.setDirection(1);
break;
case A:
snake.setDirection(3);
break;
case D:
snake.setDirection(2);
break;
default:
break;
}
//System.out.println(event.getCode().toString());
});
} else if (keyboardControlsLayout == 0) {
System.out.println("arrows");
// use arrow keys
scene.setOnKeyPressed(event -> {
switch (event.getCode()) {
case UP:
snake.setDirection(0);
break;
case DOWN:
snake.setDirection(1);
break;
case LEFT:
snake.setDirection(3);
break;
case RIGHT:
snake.setDirection(2);
break;
default:
break;
}
});
}
}
}
}
我在哪里创建场景:
public void newGame() {
System.out.println("<----- NEW GAME ----->");
game = new Game(10, scene, numHumans);
displayController.setUpDisplay(game);
timer = new Timeline((new KeyFrame(
Duration.millis(80),
event -> {
try {
timerTick();
} catch (Exception e) {
// TODO Auto-generated catch
block
e.printStackTrace();
}
})));
timer.setCycleCount(Animation.INDEFINITE);
start();
}
private void start() {
// starts game and logic
}
private void loadDisplayFXMLLoader() {
FXMLLoader displayFXMLLoader = new
FXMLLoader(getClass().getResource("DisplayView.fxml"));
try {
scene = new Scene(displayFXMLLoader.load(), 500, 525);
} catch (IOException e) {
Main.outputError(e);
}
displayController = displayFXMLLoader.getController();
}
private void loadScene() {
this.setScene(scene);
this.show();
//error Handling and closing
}
任何帮助,将不胜感激!
谢谢
我不熟悉FXML,但我个人自己使用javafx,效果很好。如果您想尝试测试它,我会调整一个旧程序以满足您的需求
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
public class yeet {
private static JFrame frame;
private static JPanel panel;
private static int x = 300;
private static int y = 300;
private static int x1 = 500;
private static int y1 = 500;
private static boolean running = true;
private static boolean moving = false;
private static boolean moving1 = false;
private static boolean up;
private static boolean down;
private static boolean right;
private static boolean left;
private static boolean up1;
private static boolean down1;
private static boolean right1;
private static boolean left1;
private static Timer refresh;
private static Timer speed;
private static Graphics g;
public static void main(String[] args) {
UI();
ActionListener al = new ActionListener() {
@Override
public void actionPerformed(ActionEvent arg0) {
if(moving && up) y--;
if (moving && down) y++;
if (moving && right) x++;
if (moving && left) x--;
if (moving1 && up1) y1--;
if (moving1 && down1) y1++;
if (moving1 && right1) x1++;
if (moving1 && left1) x1--;
panel.repaint();
}
};
ActionListener al1 = new ActionListener() {
@Override
public void actionPerformed(ActionEvent arg0) {
guy(g);
laser(g);
}
};
refresh = new Timer(0, al1);
refresh.start();
speed = new Timer (4, al);
speed.start();
while (running) {
guy(g);
laser(g);
}
}
public static void guy(Graphics g) {
g = panel.getGraphics();
g.setColor(Color.green);
g.drawRect(x, y, 25, 25);
g.fillRect(x, y, 25, 25);
}
public static void laser (Graphics g) {
g = panel.getGraphics();
g.setColor(Color.red);
g.drawRect(x1, y1, 30, 30);
g.fillRect(x1, y1, 30, 30);
}
public static void UI () {
frame = new JFrame("Multiple movement test");
panel = new JPanel();
panel.setBackground(Color.black);
panel.setLayout(null);
frame.setSize(600,600);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.setVisible(true);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.addKeyListener(new KeyListener() {
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_UP) {
moving = true;
up = true;
down = false;
right = false;
left = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
moving = true;
down = true;
up = false;
right = false;
left = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
moving = true;
left = true;
up = false;
down = false;
right = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
moving = true;
right = true;
left = false;
up = false;
down = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_W) {
moving1 = true;
up1 = true;
down1 = false;
right1 = false;
left1 = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_A) {
moving1 = true;
left1 = true;
up1 = false;
down1 = false;
right1 = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_S) {
moving1 = true;
down1 = true;
up1 = false;
right1 = false;
left1 = false;
refresh.start();
speed.start();
}
if (e.getKeyCode() == KeyEvent.VK_D) {
moving1 = true;
right1 = true;
up1 = false;
down1 = false;
left1 = false;
refresh.start();
speed.start();
}
}
@Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
}
@Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
});
frame.add(panel);
}
}
希望这可以帮助!