Reputation: 143
I'm making a game for practice and when I hit enter a knife pops up and I want it to look like its flying through air. Right now each time I click enter it skips about an inch and stops.
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_ENTER, 0), "onEnter");
am.put("onEnter", new AbstractAction() {
@Override
public void actionPerformed(ActionEvent e) {
// Enter pressed
throwKnife = true;
if(move)
{
for(int i = 0; i < 10; i++)
{
try
{
Thread.sleep(10);
knifeX += i;
repaint();
} catch (InterruptedException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
}
if(knifeX > 1200)
{
throwKnife = false;
move = false;
knifeX = imageX+100;
knifeY = imageY+75;
}
}
throwKnife = true;
}
});
This is paired with the following code in my paint component method
if(throwKnife)
{
g.drawImage(knife, knifeX, knifeY, this);
repaint();
move = true;
}
Upvotes: 0
Views: 587
Reputation: 347334
Based on the use of the key bindings API and repaint
, I'm guessing you're using Swing, in which case you're blocking the event dispatching thread with the Thread.sleep
See Concurrency in Swing for the reason why
Have a look at How to use Swing Timers for a simple solution
I should also point out that the ActionListener
will be called repeatedly while the key is held down. A better solution would be to use a flag to indicate when the key is "active" and a "main loop" (like a Swing Timer
) to update the state accordingly
Of course, this will require you to detect when the key is released, which can be achieved by binding the key again, but for release. See KeyStroke.getKeyStroke(int, int, boolean)
for more details
For example, maybe have a look at
Upvotes: 1
Reputation: 7838
Right now each time I click enter it skips about an inch and stops.
I believe that in the part you wrote if(move){...}
you actually wanted while(move){...}
.
With the while
clause you can have it move until it satisfies certain condition (like knifeX > 1200).
So, your code should look like this:
while(move)
{
for(int i = 0; i < 10; i++)
{
try
{
Thread.sleep(10);
knifeX += i;
repaint();
} catch (InterruptedException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
}
if(knifeX > 1200)
{
throwKnife = false;
move = false;
knifeX = imageX+100;
knifeY = imageY+75;
}
}
Hope it helps.
Upvotes: 0