Reputation: 27
So I've set this up as a test for KeyEvents
and timers. The first time the right arrow key is pressed the event will wait 5 seconds like the timer is setup to, then print KeyPressed
. However, after the first println
, KeyPressed
will be printed in rapid succession like a long queue of KeyEvents
it was collecting up while I held the key down.I don't want all the extra key presses that holding the right arrow key causes. I want to hold the right arrow key down and only receive a println
every 5 seconds. Any help is greatly appreciated.
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class GameBoard extends JPanel
{
public Ninja ninja;
public GameBoard()
{
addKeyListener(new TAdapter());
setFocusable(true);
setBackground(Color.BLACK);
setDoubleBuffered(true);
ninja = new Ninja();
}
public void paint(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
g2.drawImage(ninja.getImage(), 20,20,null);
}
private class TAdapter extends KeyAdapter
{
private Timer timer;
@Override
public void keyPressed(KeyEvent e)
{
timer = new Timer(5000, new ActionListener(){
public void actionPerformed(ActionEvent ae)
{
System.out.println("KeyPressed");
}
});
timer.start();
}
@Override
public void keyReleased(KeyEvent e)
{
ninja.keyReleased(e);
repaint();
}
}
}
Upvotes: 0
Views: 1127
Reputation: 347194
When the key is held down, the OS will generate a repeating event for the stroke.
Normally, you would need some kind of flag that would indicate that the keyPressed
event has already been handled or not.
Based on your example, you could use the Timer
. For example, when keyPressed
is triggered, you would check to see of the Timer
is null or is running...
if (timer == null || !timer.isRunning()) {...
Now, in your keyReleased
event, you could need to stop the timer, so that the next time keyPressed
is triggered, you can restart the timer.
This assumes that you only want the timer to run only while the key is pressed.
As a general suggestion, you should be using Key Bindings instead of KeyListener
as it will provide you better control over the focus level which triggers the key events
Updated with Key Bindings Example
This is based on what your code appears to be doing...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import javax.imageio.ImageIO;
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 WalkCycle {
public static void main(String[] args) {
new WalkCycle();
}
public WalkCycle() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private List<BufferedImage> walkCycle;
private int frame;
private Timer timer;
public TestPane() {
setBackground(Color.WHITE);
walkCycle = new ArrayList<>(10);
try {
walkCycle.add(ImageIO.read(getClass().getResource("/Walk01.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk02.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk03.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk04.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk05.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk06.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk07.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk08.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk09.png")));
walkCycle.add(ImageIO.read(getClass().getResource("/Walk10.png")));
Timer timer = new Timer(80, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
frame++;
if (frame >= walkCycle.size()) {
frame = 0;
}
System.out.println(frame);
repaint();
}
});
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "right-down");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "right-up");
am.put("right-down", new TimerAction(timer, true));
am.put("right-up", new TimerAction(timer, false));
} catch (IOException exp) {
exp.printStackTrace();
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(300, 300);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics g2d = (Graphics2D) g.create();
BufferedImage img = walkCycle.get(frame);
int x = (getWidth() - img.getWidth()) / 2;
int y = (getHeight() - img.getHeight()) / 2;
g2d.drawImage(img, x, y, this);
g2d.dispose();
}
}
public class TimerAction extends AbstractAction {
private Timer timer;
private boolean start;
public TimerAction(Timer timer, boolean start) {
this.timer = timer;
this.start = start;
}
@Override
public void actionPerformed(ActionEvent e) {
if (start && !timer.isRunning()) {
System.out.println("Start");
timer.start();
} else if (!start && timer.isRunning()) {
System.out.println("stop");
timer.stop();
}
}
}
}
Personally, I would have a single Timer
which was always ticking, which updated the view. The view would then check with the model about what should be updated and rendered and the key bindings would update the state of the model, but that's just me.
Upvotes: 3
Reputation: 46841
This will solve your problem.
No timer is required
Its a simple use to system current timing...
private long startTime;
private class TAdapter extends KeyAdapter {
public void keyPressed(final KeyEvent e) {
if (System.currentTimeMillis() - startTime > 2000) {
startTime = System.currentTimeMillis();
ninja.keyPressed(e, 1);
repaint();
} else if (System.currentTimeMillis() - startTime > 1000) {
ninja.keyPressed(e, 2);
repaint();
}
}
public void keyReleased(KeyEvent e) {
ninja.keyReleased(e);
repaint();
startTime = 0;
}
}
Upvotes: 0
Reputation: 323
When you hold down a key, keyPressed events will happen in rapid succession. What you have done is added a 5 second delay to this wave of events.
To fix this depends on what you want to do. If you want to only allow an event to happen every 5 seconds, you can move the timer outside of the event, then when the event gets called, check if 5 seconds has passed based on a boolean toggled by the timer every 5 seconds.
Upvotes: 0