I have a piece of code in which a KeyEvent is triggered when any of the arrow keys are pressed. This in turn causes a square to move across the screen.
Now I've noticed that when I press and hold the key, the square moves but the time after the initial movement to the subsequent movements is quite long if you understand what I mean? How would I go about diminishing this time?
Thanks!
import java.awt.*;
import javax.swing.*;
import squarequest.sprites.*;
import java.awt.event.*;
public class GamePanel extends JPanel{
private final int HEIGHT = 400;
private final int WIDTH = 600;
private Square square;
private Circle circle;
public GamePanel(){
addKeyListener(new DirectionListener());
setBackground (Color.white);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
square = new Square();
}
public void paintComponent(Graphics g){
super.paintComponent(g);
square.display(g);
}
public class DirectionListener implements KeyListener{
@Override
public void keyReleased(KeyEvent event) {}
@Override
public void keyTyped(KeyEvent event) {}
@Override
public void keyPressed(KeyEvent event) {
switch(event.getKeyCode()){
case KeyEvent.VK_UP:
square.moveUp();
break;
case KeyEvent.VK_DOWN:
square.moveDown();
break;
case KeyEvent.VK_LEFT:
square.moveLeft();
break;
case KeyEvent.VK_RIGHT:
square.moveRight();
break;
}
repaint();
}
}
}
- Use a Swing Timer for the actual movement.
- Start the Timer on key press
- Stop it on key release.
- Or better still, keep the timer always running, but only moving the sprite based on the state of a map, one that holds a Direction enum key and a Boolean value.
- Better to use key bindings rather than KeyListeners.
e.g.,
import java.awt.*;
import javax.swing.*;
//!! import squarequest.sprites.*;
import java.awt.event.*;
import java.util.EnumMap;
import java.util.HashMap;
import java.util.Map;
public class GamePanel extends JPanel {
private static final int ANIMATION_DELAY = 15;
private final int HEIGHT = 400;
private final int WIDTH = 600;
private Square square;
private EnumMap<Direction, Boolean> dirMap = new EnumMap<>(Direction.class);
private Map<Integer, Direction> keyToDir = new HashMap<>();
// !! private Circle circle;
private Timer animationTimer;
public GamePanel() {
for (Direction dir : Direction.values()) {
dirMap.put(dir, Boolean.FALSE);
}
keyToDir.put(KeyEvent.VK_UP, Direction.UP);
keyToDir.put(KeyEvent.VK_DOWN, Direction.DOWN);
keyToDir.put(KeyEvent.VK_LEFT, Direction.LEFT);
keyToDir.put(KeyEvent.VK_RIGHT, Direction.RIGHT);
// !! addKeyListener(new DirectionListener());
setKeyBindings();
setBackground(Color.white);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
square = new Square();
animationTimer = new Timer(ANIMATION_DELAY, new AnimationListener());
animationTimer.start();
}
private void setKeyBindings() {
int condition = WHEN_IN_FOCUSED_WINDOW;
final InputMap inputMap = getInputMap(condition);
final ActionMap actionMap = getActionMap();
boolean[] keyPressed = { true, false };
for (Integer keyCode : keyToDir.keySet()) {
Direction dir = keyToDir.get(keyCode);
for (boolean onKeyPress : keyPressed) {
boolean onKeyRelease = !onKeyPress; // to make it clear how bindings work
KeyStroke keyStroke = KeyStroke.getKeyStroke(keyCode, 0,
onKeyRelease);
Object key = keyStroke.toString();
inputMap.put(keyStroke, key);
actionMap.put(key, new KeyBindingsAction(dir, onKeyPress));
}
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
square.display(g);
}
// public class DirectionListener implements KeyListener {
// @Override
// public void keyReleased(KeyEvent event) {
// int keyCode = event.getKeyCode();
// if (keyToDir.keySet().contains(keyCode)) {
// Direction dir = keyToDir.get(keyCode);
// dirMap.put(dir, false);
// }
// }
//
// @Override
// public void keyTyped(KeyEvent event) {
// }
//
// @Override
// public void keyPressed(KeyEvent event) {
// int keyCode = event.getKeyCode();
// if (keyToDir.keySet().contains(keyCode)) {
// Direction dir = keyToDir.get(keyCode);
// dirMap.put(dir, true);
// }
// }
// }
private class AnimationListener implements ActionListener {
@Override
public void actionPerformed(ActionEvent evt) {
boolean repaint = false;
for (Direction dir : Direction.values()) {
if (dirMap.get(dir)) {
square.move(dir);
repaint = true;
}
}
if (repaint) {
repaint();
}
}
}
private class KeyBindingsAction extends AbstractAction {
private Direction dir;
boolean pressed;
public KeyBindingsAction(Direction dir, boolean pressed) {
this.dir = dir;
this.pressed = pressed;
}
@Override
public void actionPerformed(ActionEvent evt) {
dirMap.put(dir, pressed);
}
}
private static void createAndShowGUI() {
GamePanel gamePanel = new GamePanel();
JFrame frame = new JFrame("GamePanel");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(gamePanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
gamePanel.requestFocusInWindow();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
createAndShowGUI();
}
});
}
}
enum Direction {
UP(0, -1), DOWN(0, 1), LEFT(-1, 0), RIGHT(1, 0);
private int incrX;
private int incrY;
private Direction(int incrX, int incrY) {
this.incrX = incrX;
this.incrY = incrY;
}
public int getIncrX() {
return incrX;
}
public int getIncrY() {
return incrY;
}
}
class Square {
private int x = 0;
private int y = 0;
private int w = 20;
private int h = w;
private int step = 1;
private Color color = Color.red;
private Color fillColor = new Color(255, 150, 150);
private Stroke stroke = new BasicStroke(3f, BasicStroke.CAP_ROUND,
BasicStroke.JOIN_ROUND);
public void display(Graphics g) {
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(fillColor);
g2d.fillRect(x, y, w, h);
g2d.setStroke(stroke);
g2d.setColor(color);
g2d.drawRect(x, y, w, h);
g2d.dispose();
}
public void setStep(int step) {
this.step = step;
}
public void move(Direction dir) {
x += step * dir.getIncrX();
y += step * dir.getIncrY();
}
// public void moveRight() {
// x++;
// }
//
// public void moveLeft() {
// x--;
// }
//
// public void moveUp() {
// y--;
// }
//
// public void moveDown() {
// y++;
// }
}