如何消除按键延迟?

问题描述 投票:0回答:2

所以我已经看到了一些关于此问题的帖子,我需要一些关于如何具体修复它的帮助。当你按住一个键时,Java会读取第一次按下的按键,然后会有一个小的延迟,然后它会连续读取按下的按键,直到你松开按键。

public void keyPressed(KeyEvent key) {
    int code = key.getKeyCode();
    if (code == KeyEvent.VK_DOWN) {
        //Do stuff
    }
    if (code == KeyEvent.VK_LEFT) {
        //Do stuff
    }
    if (code == KeyEvent.VK_RIGHT) {
        //Do stuff
    }
    if (code == KeyEvent.VK_UP) {
        //Do stuff
    }
}

这是我当前的代码。我听说要解决这个问题,您可以创建一个计时器来快速检查按键,但我不太确定该怎么做。希望在这里得到一些帮助或者是否有更好的解决方案。

java swing awt keylistener
2个回答
4
投票

您的问题的基本答案是,您不能,延迟是特定于操作系统的。

更长的答案是,您应该忽略各个事件本身,并通过使用适当的标志来监视状态的变化(按下和释放之间)。

这意味着,当按下一个键时,您可以设置一些标志,您的程序可以使用它来更改程序的状态,当释放时,您可以重置它。

这将事件与状态更改分离,并为您提供更大的灵活性,因为您的程序不关心导致状态更改的原因,只关心状态已更改并且应该对此做出反应。

这将要求您有某种“循环”,其职责是监视此变化并做出相应的反应。在游戏中,这通常称为“游戏循环”,但也可以称为“主循环”。

更新程序状态并绘制它就是这个“循环”的责任。

下面是一个非常简单的示例,它使用 按键绑定 API

javax.swing.Timer
来演示基本概念

import com.sun.glass.events.KeyEvent;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
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 MoveMe {

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

    public MoveMe() {
        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 MovementState {

        public int xDirection;
        public int yDirection;

    }

    public class TestPane extends JPanel {

        private MovementState movementState;
        private Rectangle box;

        public TestPane() {
            movementState = new MovementState();
            InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap am = getActionMap();

            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "down-pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "down-released");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "up-pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "up-released");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "left-pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "left-released");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "right-pressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "right-released");

            am.put("down-pressed", new YDirectionAction(movementState, 2));
            am.put("down-released", new YDirectionAction(movementState, 0));
            am.put("up-pressed", new YDirectionAction(movementState, -2));
            am.put("up-released", new YDirectionAction(movementState, 0));
            am.put("left-pressed", new XDirectionAction(movementState, -2));
            am.put("left-released", new XDirectionAction(movementState, 0));
            am.put("right-pressed", new XDirectionAction(movementState, 2));
            am.put("right-released", new XDirectionAction(movementState, 0));

            box = new Rectangle(90, 90, 20, 20);

            Timer timer = new Timer(40, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    box.x += movementState.xDirection;
                    box.y += movementState.yDirection;
                    if (box.x < 0) {
                        box.x = 0;
                    } else if (box.x + box.width > getWidth()) {
                        box.x = getWidth() - box.width;
                    }
                    if (box.y < 0) {
                        box.y = 0;
                    } else if (box.y + box.height > getHeight()) {
                        box.y = getHeight() - box.height;
                    }
                    repaint();
                }
            });
            timer.start();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 200);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2d = (Graphics2D) g.create();
            g2d.setColor(Color.RED);
            g2d.fill(box);
            g2d.dispose();
        }
    }

    public abstract class AbstractDirectionAction extends AbstractAction {

        private final MovementState movementState;
        private final int value;

        public AbstractDirectionAction(MovementState movementState, int value) {
            this.movementState = movementState;
            this.value = value;
        }

        public MovementState getMovementState() {
            return movementState;
        }

        public int getValue() {
            return value;
        }

    }

    public class YDirectionAction extends AbstractDirectionAction {

        public YDirectionAction(MovementState movementState, int value) {
            super(movementState, value);
        }

        @Override
        public void actionPerformed(ActionEvent e) {
            getMovementState().yDirection = getValue();
        }

    }

    public class XDirectionAction extends AbstractDirectionAction {

        public XDirectionAction(MovementState movementState, int value) {
            super(movementState, value);
        }

        @Override
        public void actionPerformed(ActionEvent e) {
            getMovementState().xDirection = getValue();
        }

    }

}

0
投票

可以使用摆动计时器。

只需在按下特定键(keyPressed)时启动计时器,并在释放同一特定键(keyReleased)时停止计时器。

为了获得流畅的动画效果,请将计时器的延迟设置为 20 毫秒 (50 fps)。

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