按下UP键时,Pong Paddle bottom不会向上移动

时间:2012-07-09 18:38:38

标签: java swing

我正在尝试进行乒乓球比赛,但由于某种原因,我的乒乓球拍没有正常运动。

当我按下向下箭头键时,它向下移动就好了。但是当我按下向上箭头键时,整个桨只会向上移动...如果我调整窗口大小,则桨叶返回到该位置的正常长度。如果我按UP键再次继续向上延伸。

我认为它不是我的代码逻辑,而是关于清除以前绘制的paddle ...这是我的代码,

桨的代码:

import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.geom.Rectangle2D;

import javax.swing.JPanel;

public class Paddle extends JPanel {

    int x;
    int y;
    int width;
    int height;

    Paddle(){
        this.x = 0;
        this.y = 0;
        this.height = 40;
        this.width = 10;
    }

    Paddle(int x, int y, int width, int height){
        this.x = x;
        this.y = y;
        this.height = height;
        this.width = width;
    }

    @Override
    protected void paintComponent(Graphics g) {
        super.paintComponent(g);
        g.setColor(Color.BLACK);
        g.fillRect(x, y, width, height);
    }

    public void moveDown(){
        this.y += 3;
        repaint();
        System.out.println("h: " + height + " x: " + x + " y: " + y + " getW: " + getWidth() + " getH: " + getHeight());
    }

    public void moveUp(){
        this.y -= 3;
        repaint();
        System.out.println("h: " + height + " x: " + x + " y: " + y + " getW: " + getWidth() + " getH: " + getHeight());
    }

    public int getX() {
        return x;
    }

    public void setX(int x) {
        this.x = x;
    }

    public int getY() {
        return y;
    }

    public void setY(int y) {
        this.y = y;
    }

    public int getWidth() {
        return width;
    }

    public void setWidth(int width) {
        this.width = width;
    }

    public int getHeight() {
        return height;
    }

    public void setHeight(int height) {
        this.height = height;
    }

}

整场比赛代码:

import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

import javax.swing.JFrame;
import javax.swing.JPanel;

public class Pong extends JFrame {

    Pong() {
        final Paddle p1Paddle = new Paddle();

        Paddle p2Paddle = new Paddle();
        p1Paddle.addKeyListener(new KeyAdapter() {

            @Override
            public void keyPressed(KeyEvent e) {
                // TODO Auto-generated method stub
                //super.keyPressed(arg0);

                switch (e.getKeyCode()) {
                    case KeyEvent.VK_DOWN:
                        p1Paddle.moveDown();
                        break;
                    case KeyEvent.VK_UP:
                        p1Paddle.moveUp();
                        break;
                    default:
                        System.out.println("please press up or down");
                }

            }
        });

        setLayout(new BorderLayout());
        add(p1Paddle, BorderLayout.CENTER);

        //only focused components can recieve key events...
        p1Paddle.setFocusable(true);
    }

    public static void main(String[] args) {
        // TODO Auto-generated method stub
        JFrame frame = new Pong();
        frame.setTitle("Pong");
        frame.setSize(650, 300);
        frame.setDefaultCloseOperation(EXIT_ON_CLOSE);
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
    }

}

对此问题或一般代码建议的任何帮助将不胜感激。

1 个答案:

答案 0 :(得分:1)

从代码片段中有点难以辨别,但是,KeyListeners并不是非常可靠。如果消耗了键击(通过UI和底层实现),则可能不会通知您。

请尝试查看InputMap和ActionMap。

InputMap im = getInputMap(JTable.WHEN_FOCUSED_COMPONENT);
ActionMap am = getActionMap();

KeyStroke downKey = KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0);
KeyStroke upKey = KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0);

im.put(downKey, "Action.down");
im.put(upKey, "Action.up");

am.put("Action.down", new DownAction());
am.put("Action.up", new UpAction());

看看你需要的地方......

<强>更新 啊,它现在如此明显,你已经覆盖了面板的x / y宽度/高度方法,期望布局管理器使用它们来布局组件,但不是真的提供一个知道的布局管理器如何处理它。

BorderLayout并不关心你&#34;尺寸&#34;或&#34;位置&#34;要求,它会用它认为你应该成分的东西来覆盖它们。

您要做的是使用绝对布局管理器(null)。此外,您不想实施X / Y,宽度/高度管理,因为这已经为您服务了。

所以

在乒乓球课上。将布局管理器从BorderLayout更改为null(还更新add(paddle)方法以删除BorderLayout引用,不是必需的,但会消除混淆)。

在Paddle类中,删除对x / y,宽度/高度的所有引用,您不需要它们。而是使用setBounds / setLocation。

public class Paddle extends JPanel {

Paddle(){

        this(0, 0, 20, 40);

}

Paddle(int x, int y, int width, int height){

        setBounds(x, y, width, height);

}

@Override
protected void paintComponent(Graphics g) {
    super.paintComponent(g);
    g.setColor(Color.BLACK);
    // The graphics context has already been translated to x/y for use,
    // so we don't need to care about it
    g.fillRect(0, 0, getWidth(), getHeight());
}

public void moveDown(){

        setLocation(getX(), getY() + 3);

}

public void moveUp(){

        setLocation(getX(), getY() - 3);

}

}

中提琴,它有效。