Reputation: 517
I am making an old school Snake game in Java with Swing. I've read that in order to capture input in real time I need to run my game loop in a new thread so that It's wait()
method won't interfere with the input capture. I've made InputCapture
class implementing KeyListener
and I've implemented keyPressed()
method like that:
public class InputCapture implements KeyListener {
private Direction capturedDirection;
//Methods
@Override
public void keyPressed(KeyEvent e) {
boolean inputConsoleDebug = true;
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
capturedDirection = Direction.left;
if (inputConsoleDebug) System.out.println("LEFT");
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
capturedDirection = Direction.right;
if (inputConsoleDebug) System.out.println("RIGHT");
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
capturedDirection = Direction.up;
if (inputConsoleDebug) System.out.println("UP");
} else if (e.getKeyCode() == KeyEvent.VK_DOWN) {
capturedDirection = Direction.down;
if (inputConsoleDebug) System.out.println("DOWN");
}
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
public Direction getCapturedDirection() {
return capturedDirection;
}
}
Then I've made Game
class extending Thread
and I've put game loop code into run()
method:
public class Game extends Thread {
private Board board;
private Snake snake;
private JFrame frame;
private long waitTime;
private int difficultyStep;
private Direction inputDirection;
private InputCapture inputManager;
//Constructors
Game(Dimension boardSize) {
//Set difficulty
int applesToWin = boardSize.width * boardSize.height - 1;
final int easiestWaitTime = 1000;
final int hardestWaitTime = 100;
difficultyStep = (easiestWaitTime - hardestWaitTime) / applesToWin;
waitTime = easiestWaitTime;
//Set starting point
final int startingPointX = boardSize.width / 2;
final int startingPointy = boardSize.height / 2;
//Set board and snake
board = new Board(boardSize);
snake = new Snake(board, startingPointX, startingPointy);
//Set window Frame
frame = new JFrame(SnakeApplication.getApplicationName());
frame.setContentPane(board);
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.pack();
frame.setResizable(false);
frame.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
super.windowClosing(e);
interrupt();
}
});
//Set input manager
inputManager = new InputCapture();
frame.addKeyListener(inputManager);
inputDirection = null;
}
//Methods
public void run() {
board.spawnApple();
while (!isWon()) {
try {
sleep(waitTime);
} catch (InterruptedException e) {
return;
}
try {
inputDirection = inputManager.getCapturedDirection();
snake.move(inputDirection);
} catch (LosingMove e) {
showGameOverDialog();
return;
}
board.repaint();
}
showWinDialog();
}
JFrame getFrame() {
return frame;
}
private boolean isWon() {
for (int row = 0; row < board.getFields().length; row++) {
for (int col = 0; col < board.getFields()[0].length; col++) {
if (!(board.getFields()[row][col].getContent() instanceof Snake.SnakeNode)) return false;
}
}
return true;
}
private void showGameOverDialog() {
JFrame gameOverFrame = new JFrame();
JOptionPane.showMessageDialog(gameOverFrame, "Game Over!");
}
private void showWinDialog() {
JFrame gameOverFrame = new JFrame();
JOptionPane.showMessageDialog(gameOverFrame, "You Win!");
}
}
In my MainMenu
class I've made startNewGame()
method that is called when New Game button is clicked. This method creates Game
object and starts a new thread by calling start()
method.
public class MainMenu {
//Form components references
private JButton exitButton;
private JFrame frame;
private JPanel mainPanel;
private JButton newGameButton;
private JLabel titleLabel;
//Constructors
MainMenu() {
//Set window Frame
frame = new JFrame(SnakeApplication.getApplicationName());
frame.setContentPane(mainPanel);
frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
frame.setResizable(false);
frame.pack();
newGameButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
startNewGame();
}
});
exitButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
exitGame();
}
});
}
JFrame getFrame() {
return frame;
}
private Dimension showBoardSizeDialog() {
Frame boardSizeFrame = new Frame();
int width = Integer.parseInt(JOptionPane.showInputDialog(boardSizeFrame, "Set board's width:"));
int height = Integer.parseInt(JOptionPane.showInputDialog(boardSizeFrame, "Set board's height:"));
return new Dimension(width, height);
}
private void startNewGame() {
Dimension boardSize = showBoardSizeDialog();
frame.setVisible(false);
Game game = new Game(boardSize);
game.getFrame().setVisible(true);
//Starting game loop in a new thread
game.start();
try {
game.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
frame.setVisible(true);
}
}
But when testing the app it gets stuck in the game loop and doesn't capture input at all. Why? I was trying to debug It, but every time the new thread is started it gets stuck in game loop. The Board
itself is painted only when main thread ends its execution. Why? Shouldn't It be repainted many times during game loop if execution is stucked there?
Also, I've made thread interrupt when frame's close button is clicked (red X button) so execution could get back to MainMenu
and reappear it, but clicking red close button has no effect.
Upvotes: 0
Views: 627
Reputation: 37875
The program freezes because of the call to game.join()
in startNewGame
. join
keeps the thread it was called from from continuing execution until the thread it was called on dies. In your situation, join
defeats the purpose of using another thread, so you should just remove that.
There are other issues, though. You probably shouldn't use a thread. You should probably use a Swing Timer
. Swing isn't thread-safe, and I can already see a few places where your code isn't thread-safe either. (For example, you need to declare capturedDirection
as volatile
.) Writing correct multi-threaded code with Swing is a bit complicated and it would be much simpler to just use a timer.
Otherwise, if you don't use a timer, you need to use e.g. synchronization between the game thread (which writes to shared game state) and the Swing thread which does painting (and presumably reads from shared game state). If you don't, you may run in to problems that are hard to diagnose.
Also see The Use of Multiple JFrames: Good or Bad Practice?
Upvotes: 2
Reputation: 1801
You should make your Game
class extending Runnable
instead of Thread
.
Then to have the game in a different thread:
Game theGame = ... // initialization code here
new Thread(theGame).start();
Upvotes: 0