问题
This is a pong game I made, but the only thing that is not working is the paddles moving. I am not sure how to make the keyboard work with the program. Here is the code for the main game:
//Project: A program where you play the game pong
//This module defines the properties of the user interface
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class pongframe extends JFrame
{
private JLabel playerlefttitle;
private JLabel playerrighttitle;
private JLabel speedtitle;
private JTextField speedfield;
private JTextField playerleftscorefield;
private JTextField playerrightscorefield;
private JButton newgame;
private JButton gobutton;
private JButton pausebutton;
private JButton quitgame;
private Timer systemclock;
private Timer paddleclock;
private String speedstring;
private int speed;
private int leng = 10;
private int delayinterval;
private float millisecondpersecond = 1000.0f;
private boolean win = false;
private int playerleftscore=0;
private int playerrightscore=0;
private boolean rightup = false;
private boolean rightdown = false;
private boolean leftup = false;
private boolean leftdown = false;
private boolean barhit = true;
private double direction=0;
private pongoperations graphicalpanel;
private Clockhandlerclass clockhandler;
private PaddleClockHandlerClass paddleclockhandler;
private PaddleHandlerClass paddlehandler;
public pongframe()
{
super("Pong");
JPanel panel1 = new JPanel(new GridBagLayout());
GridBagConstraints c = new GridBagConstraints();
graphicalpanel = new pongoperations();
graphicalpanel.setBackground(Color.GREEN);
add(graphicalpanel, BorderLayout.CENTER);
add(panel1, BorderLayout.SOUTH);
c.insets = new Insets(0,0,10,10);
newgame = new JButton("New");
c.gridx = 0;
c.gridy = 1;
panel1.add(newgame, c);
speedtitle = new JLabel("Speed");
c.gridx = 1;
c.gridy = 0;
panel1.add(speedtitle, c);
speedfield = new JTextField(3);
c.gridx = 1;
c.gridy = 1;
panel1.add(speedfield, c);
quitgame = new JButton("Quit");
c.gridx = 2;
c.gridy = 1;
panel1.add(quitgame, c);
playerlefttitle = new JLabel("Player Left");
c.gridx = 0;
c.gridy = 3;
panel1.add(playerlefttitle, c);
playerrighttitle = new JLabel("Player Right");
c.gridx = 3;
c.gridy = 3;
panel1.add(playerrighttitle, c);
playerleftscorefield = new JTextField(2);
playerleftscorefield.setEditable(false);
c.gridx = 0;
c.gridy = 4;
panel1.add(playerleftscorefield, c);
gobutton = new JButton("Go");
c.gridx = 1;
c.gridy = 4;
panel1.add(gobutton, c);
pausebutton = new JButton("Pause");
c.gridx = 2;
c.gridy = 4;
panel1.add(pausebutton, c);
playerrightscorefield = new JTextField(2);
playerrightscorefield.setEditable(false);
c.gridx = 3;
c.gridy = 4;
panel1.add(playerrightscorefield, c);
buttonhandler myhandler = new buttonhandler();
newgame.addActionListener(myhandler);
gobutton.addActionListener(myhandler);
pausebutton.addActionListener(myhandler);
quitgame.addActionListener(myhandler);
clockhandler = new Clockhandlerclass();
paddleclockhandler = new PaddleClockHandlerClass();
paddlehandler = new PaddleHandlerClass();
}
private class buttonhandler implements ActionListener
{
public void actionPerformed(ActionEvent event)
{
graphicalpanel.reset();
if(event.getSource() == newgame)
{
speedfield.setText("");
playerleftscore = 0;
playerrightscore = 0;
playerleftscorefield.setText("0");
playerrightscorefield.setText("0");
graphicalpanel.reset();
graphicalpanel.repaint();
gobutton.setEnabled(true);
speedfield.setEditable(true);
newgame.setEnabled(false);
}
else if(event.getSource() == gobutton)
{
speedstring = speedfield.getText();
leng = speedstring.length();
if(leng == 0)
speed = 0;
else
{
speed = Integer.parseInt(speedstring);
gobutton.setEnabled(false);
speedfield.setEditable(false);
}
newgame.setEnabled(false);
delayinterval = (int)Math.floor(millisecondpersecond/speed + 0.5f);
systemclock = new Timer(delayinterval, clockhandler);
systemclock.start();
paddleclock = new Timer(delayinterval, paddleclockhandler);
paddleclock.start();
}
else if(event.getSource() == pausebutton)
{
gobutton.setEnabled(true);
newgame.setEnabled(true);
systemclock.stop();
}
else if(event.getSource() == quitgame)
{
System.exit(0);
}
else
System.out.println("Unkown error");
}
}
private class Clockhandlerclass implements ActionListener
{
public void actionPerformed(ActionEvent event)
{
if(event.getSource() == systemclock)
{
graphicalpanel.grabFocus();
graphicalpanel.moveball(speed,delayinterval, direction, barhit);
direction = graphicalpanel.changedirection(direction);
if(win == false)
{
barhit = graphicalpanel.barhits(barhit);
graphicalpanel.repaint();
win = graphicalpanel.winner();
playerleftscore = graphicalpanel.playerleftwin(playerleftscore);
playerrightscore = graphicalpanel.playerrightwin(playerrightscore);
playerleftscorefield.setText(Integer.toString(playerleftscore));
playerrightscorefield.setText(Integer.toString(playerrightscore));
}
else if(win == true)
{
graphicalpanel.reset();
win = false;
systemclock.restart();
if(playerleftscore == 10)
{
newgame.setEnabled(true);
systemclock.stop();
}
else if(playerrightscore == 10)
{
newgame.setEnabled(true);
systemclock.stop();
}
graphicalpanel.repaint();
}
}
else
System.out.printf("%s\n", "There is a bug in the clock.");
}
}
private class PaddleClockHandlerClass implements ActionListener
{
public void actionPerformed(ActionEvent event)
{
if(event.getSource() == paddleclock)
{
graphicalpanel.moveplayer1(rightup, rightdown);
graphicalpanel.moveplayer2(leftup, leftdown);
graphicalpanel.repaint();
}
}
}
private class PaddleHandlerClass implements KeyListener
{
public void keyTyped(KeyEvent event)
{
}
public void keyPressed(KeyEvent event)
{
if(event.getKeyCode() == KeyEvent.VK_UP)
{
rightup = true;
System.out.println("Up");
}
else if(event.getKeyCode() == KeyEvent.VK_DOWN)
rightdown = true;
if(event.getKeyCode() == KeyEvent.VK_W)
leftup = true;
else if(event.getKeyCode() == KeyEvent.VK_S)
leftdown = true;
}
public void keyReleased(KeyEvent event)
{
if(event.getKeyCode() == KeyEvent.VK_UP)
rightup = false;
else if(event.getKeyCode() == KeyEvent.VK_DOWN)
rightdown = false;
if(event.getKeyCode() == KeyEvent.VK_W)
leftup = false;
else if(event.getKeyCode() == KeyEvent.VK_S)
leftdown = false;
}
}
}
This next bit of code are the functions that I am using for the game:
//Project: A program where you play the game pong
//This module contains the graphics and algorithms used by this project.
import java.awt.Graphics;
import javax.swing.JPanel;
import java.awt.Color;
public class pongoperations extends JPanel
{
int widthofgraphicalarea;
int heightofgraphicalarea;
final int ballradius = 8;
int ballxcoordinate;
double ballycoordinate;
int paddle1xcoordinate;
int paddle1ycoordinate;
int paddle2xcoordinate;
int paddle2ycoordinate;
public void paintComponent(Graphics graphicarea)
{//function to paint the area
super.paintComponent(graphicarea);
this.setBackground(Color.GREEN);
widthofgraphicalarea = getWidth();
heightofgraphicalarea = getHeight();
//create paddle 1
graphicarea.setColor(Color.BLUE);
graphicarea.fillRect(paddle1xcoordinate, paddle1ycoordinate, 10, 50);
//create paddle 2
graphicarea.setColor(Color.RED);
graphicarea.fillRect(paddle2xcoordinate, paddle2ycoordinate, 10, 50);
//Give the ball a white color
graphicarea.setColor(Color.WHITE);
//The 3rd and 4th parameters below represent the diameter of the ball.
graphicarea.fillOval(ballxcoordinate,(int)ballycoordinate,2*ballradius,2*ballradius);
}//End of method paintComponent
public void moveplayer1(boolean rightup, boolean rightdown)
{
if(rightup == true)
paddle1ycoordinate -= 5;
else if(rightdown == true)
paddle1ycoordinate += 5;
positionPlayer1(paddle1xcoordinate, paddle1ycoordinate);
}
public void moveplayer2(boolean leftup, boolean leftdown)
{
if(leftup == true)
paddle2ycoordinate -= 5;
else if(leftdown == true)
paddle2ycoordinate += 5;
positionPlayer2(paddle2xcoordinate, paddle2ycoordinate);
}
public void positionPlayer1(int x, int y)
{
this.paddle1xcoordinate = x;
this.paddle1ycoordinate = y;
repaint();
}
public void positionPlayer2(int x, int y)
{
this.paddle2xcoordinate = x;
this.paddle2ycoordinate = y;
repaint();
}
public void moveball(int speed, int delayinterval, double direction, boolean barhit)
{
if(barhit == true)
ballxcoordinate+=1;
else if(barhit == false)
ballxcoordinate-=1;
if(direction > 0)
ballycoordinate = ballycoordinate + (double)Math.sin(Math.toRadians(direction));
else if(direction < 0)
ballycoordinate = ballycoordinate + (double)Math.sin(Math.toRadians(direction));
}
public boolean barhits(boolean barhit)
{
if(ballxcoordinate == paddle1xcoordinate+10 && (ballycoordinate >= paddle1ycoordinate && ballycoordinate <= paddle1ycoordinate+50))
barhit = true;
else if(ballxcoordinate+2*ballradius == paddle2xcoordinate && (ballycoordinate+2*ballradius >= paddle2ycoordinate && ballycoordinate+2*ballradius <= paddle2ycoordinate+50))
barhit = false;
return barhit;
}
public boolean winner()
{
if(ballxcoordinate+2*ballradius >= widthofgraphicalarea)
return true;
else if(ballxcoordinate+2*ballradius <= 16)
return true;
return false;
}
public int playerleftwin(int playerleftscore)
{
if(ballxcoordinate+2*ballradius >= widthofgraphicalarea)
playerleftscore+=1;
return playerleftscore;
}
public int playerrightwin(int playerrightscore)
{
if(ballxcoordinate+2*ballradius <= 16)
playerrightscore+=1;
return playerrightscore;
}
public double changedirection(double direction)
{//function to change the direction of the ball to bounce of walls
if((int)ballycoordinate+2*ballradius >= heightofgraphicalarea || (int)ballycoordinate+2*ballradius < 16)
direction = -direction;
return direction;
}
public void reset()
{//reset the ball at middle of left side
ballxcoordinate = widthofgraphicalarea/2 - ballradius;
ballycoordinate = heightofgraphicalarea/2 - ballradius;
paddle1xcoordinate = 10;
paddle1ycoordinate = heightofgraphicalarea/2-25;
paddle2xcoordinate = widthofgraphicalarea-20;
paddle2ycoordinate = heightofgraphicalarea/2-25;
}
}
Please someone help. Thanks in advance.
Another question if you can help is once this is finished how do I switch this over to applet form?
回答1:
Do not use a
KeyListener
Swing components use KeyBindings.Dont extend
JFrame
class unnecessarilySwing components should be created on Event Dispatch Thread
To set the size of your app (without
setSize(..)
call onJFrame
) use appropiate LayoutManager when adding components buttons etc (which you do) and when drawing inpaintComponent
overrideJPanel
getPreferredSize()
and return an appropriate size which fits all drawings than callpack()
onJFrame
before setting it visibleDont forget to call
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
onJFrame
so when X is pressed the Event Dispatch Thread and Initial thread are exited, or app will remain running in background.
But to solve your problem after paddlehandler = new PaddleHandlerClass();
add:
graphicalpanel.addKeyListener(paddlehandler);
the problem is you never added the KeyListener
to any Component to listen for events.
The proper solution would be KeyBindings
which would change your PaddleHandlerClass
like this:
private class PaddleHandlerClass {
public PaddleHandlerClass(JComponent jc) {
jc.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("UP"), "up");
jc.getActionMap().put("up", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
rightup = true;
System.out.println("Up");
}
});
jc.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("released UP"), "rel up");
jc.getActionMap().put("rel up", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent ae) {
rightup = false;
}
});
}
}
than simply create the paddleHandler
and pass instance of JPanel
which keys we want to get:
paddlehandler = new PaddleHandlerClass(graphicalpanel);
来源:https://stackoverflow.com/questions/13770185/why-isnt-the-keylistener-working