Artemkller545
Artemkller545

Reputation: 999

Java game walking + jumping stops the key pressing action?

Hello in my game when I walk and jump, it stops everything after the jump finishes:

not hotlinked image

Can you see after a jump, it continues walking for a bit & then stops? It should stop immediately but my walking queue continues executing because I didn't reset it, it should only reset upon keypress or release. But keypressing will stop working after i release my jump key. I think if I use 2 keys at a time and release on, the OS won't remember the old key I am still pressing. Even in your browser URL input, press and any key and hold, and then hold another key for bit & release it, it won't write the old key anymore.

Is there a fix for this? I am using keylistener, because i couldn't figure out how to find out when a key was released in KeyBinds.

This is how I do it:

public class Keyboard implements KeyListener {

    private Player player;

    public Keyboard(Player p) {
        this.player = p;
    }

    @Override
    public void keyPressed(KeyEvent e) {
        System.out.println("yes");
        switch (e.getKeyCode()) {

            case KeyEvent.VK_LEFT:
                this.player.getMovement().moveLeft();
                break;
            case KeyEvent.VK_RIGHT:
                this.player.getMovement().moveRight();
                break;
            case KeyEvent.VK_SPACE:
                this.player.getMovement().jump();
                break;
        }
    }

    @Override
    public void keyReleased(KeyEvent e) {
        int left = KeyEvent.VK_LEFT;
        int right = KeyEvent.VK_RIGHT;
        if (e.getKeyCode() == left || e.getKeyCode() == right) {
            this.player.getMovement().stopMovement();
        }
    }

    @Override
    public void keyTyped(KeyEvent e) {

    }

}

How can I fix this issue? If you need more parts of the code like the jump or walking queue, let me know.

Keylog:

Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Right clicked!
Space is a nice button

Upvotes: 1

Views: 2323

Answers (1)

SSpoke
SSpoke

Reputation: 5836

Remember process all the keypresses in a separate Thread.

http://wiki.processing.org/w/Multiple_key_presses

Method #1

/**
multiplekeys taken from http://wiki.processing.org/index.php?title=Keep_track_of_multiple_key_presses
@author Yonas Sandbæk http://seltar.wliia.org
*/

// usage: 
// if(checkKey("ctrl") && checkKey("s")) println("CTRL+S");  

boolean[] keys = new boolean[526];
void draw(){}
boolean checkKey(String k)
{
  for(int i = 0; i < keys.length; i++)
    if(KeyEvent.getKeyText(i).toLowerCase().equals(k.toLowerCase())) return keys[i];  
  return false;
}

void keyPressed()
{ 
  keys[keyCode] = true;
  println(KeyEvent.getKeyText(keyCode));
}

void keyReleased()
{ 
  keys[keyCode] = false; 
}

Methord #2 (And a simpler way of doing this just checking a few keys (without an array))

boolean keyup = false;
boolean keyright = false;
boolean keyleft = false;
boolean keydown = false;

float x,y;

void setup() {
  size(640,360);  
  x = width/2;
  y = height/2;
}

void draw() {
  background(51);
  fill(255);
  ellipse(x,y,16,16);

  if (keyup) y--;
  if (keydown) y++;
  if (keyleft) x--;
  if (keyright) x++;


}

void keyPressed() {
  if (key == CODED) {
    if (keyCode == UP) keyup = true; 
    if (keyCode == DOWN) keydown = true; 
    if (keyCode == LEFT) keyleft = true; 
    if (keyCode == RIGHT) keyright = true; 
  }
}

void keyReleased() {
  if (key == CODED) {
    if (keyCode == UP) keyup = false; 
    if (keyCode == DOWN) keydown = false; 
    if (keyCode == LEFT) keyleft = false; 
    if (keyCode == RIGHT) keyright = false; 
  }
}

Method #3

/**
Modified version of Option 1 multiplekeys (should provide improved performance and accuracy)
@author Yonas Sandbæk http://seltar.wliia.org (modified by jeffg)
*/

// usage: 
// if(checkKey(KeyEvent.VK_CONTROL) && checkKey(KeyEvent.VK_S)) println("CTRL+S");  

boolean[] keys = new boolean[526];

void draw(){}

boolean checkKey(int k)
{
  if (keys.length >= k) {
    return keys[k];  
  }
  return false;
}

void keyPressed()
{ 
  keys[keyCode] = true;
  println(KeyEvent.getKeyText(keyCode));
  if(checkKey(CONTROL) && checkKey(KeyEvent.VK_S)) println("CTRL+S");
}

void keyReleased()
{ 
  keys[keyCode] = false; 
}

Method #5

  /**
   * Snappier multiple key detection using Primitive Collections Classes for Java http://pcj.sourceforge.net/
   * (standard Java Collection Objects can be used instead)
   * @author analogAI http://recursivepath.com/analogAI/
   */

   // usage:
   // if(this.checkKeysHeld(KeyEvent.VK_CONTROL) && this.checkKeysHeld(KeyEvent.VK_S)) println("CTRL+S");  

import bak.pcj.set.IntSet;
import bak.pcj.set.IntOpenHashSet;

public class HelloWorld extends PApplet {

  public IntSet keysheld = new IntOpenHashSet();
  /**
   * @param keycode key integer code, the value are constants defined in KeyEvent Class
   *                http://java.sun.com/j2se/1.4.2/docs/api/java/awt/event/KeyEvent.html
   *                e.g. KeyEvent.VK_A for letter A
   *                     KeyEvent.VK_0 for number 0
   *                     KeyEvent.VK_SHIFT for shift button
   * @return true if the key is currently held down, false otherwise
   */

  public boolean checkKeysHeld(int keycode){
    return this.keysheld.contains(keycode);
  }

  public void keyPressed(){
    // add key to the list of keys held down
    // with processing, the KeyEvent object is always available as "keyEvent",
    // the getKeyChar() is already in the variable 'key', and getKeyCode() is in the variable 'keyCode'.
    this.keysheld.add(this.keyEvent.getKeyCode());
    println("key pressed: "+KeyEvent.getKeyText(this.keyEvent.getKeyCode()));
    println("keys in current held list: "+this.keysheld.toString());
  }

  public void keyReleased(){
    // remove key from the list of keys held down
    this.keysheld.remove(this.keyEvent.getKeyCode());
  }
}

Upvotes: 2

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