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How to Make an Image Move in Java Using Keypresses and Timers?

Linda Hamilton
Release: 2024-12-02 10:31:10
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How to Make an Image Move in Java Using Keypresses and Timers?

How to make an image move while listening to a keypress in Java

In Java, you can use Swing's Timer and Key Bindings to make an image move while listening to a keypress. Here's an example:

import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import javax.swing.*;
import java.util.HashMap;
import java.util.Map;

public class AnimationWithKeyBinding {
   private static final int SPRITE_WIDTH = 20;
   private static final int PANEL_WIDTH = 400;
   private static final int PANEL_HEIGHT = 400;
   private static final int MAX_MSTATE = 25;
   private static final int SPIN_TIMER_PERIOD = 16;
   private static final int SPRITE_STEP = 3;

   private int mState = 0;
   private int mX = (PANEL_WIDTH - SPRITE_WIDTH) / 2;
   private int mY = (PANEL_HEIGHT - SPRITE_WIDTH) / 2;
   private int oldMX = mX;
   private int oldMY = mY;
   private boolean moved = false;
   
   private Map<String, Boolean> keyStates = new HashMap<>();
   
   // an array of sprite images that are drawn sequentially
   private BufferedImage[] spriteImages = new BufferedImage[MAX_MSTATE];

   public AnimationWithKeyBinding() {
      // create and start the main animation timer
      new Timer(SPIN_TIMER_PERIOD, new SpinTimerListener()).start();
      setPreferredSize(new Dimension(PANEL_WIDTH, PANEL_HEIGHT));
      setBackground(Color.white);
      createSprites(); // create the images
      setupKeyBinding();
   }

   private void setupKeyBinding() {
      int condition = JComponent.WHEN_IN_FOCUSED_WINDOW;
      InputMap inMap = getInputMap(condition);
      ActionMap actMap = getActionMap();

      // this uses an enum of Direction that holds ints for the arrow keys
      for (Direction direction : Direction.values()) {
         int key = direction.getKey();
         String name = direction.name();

         // add the key bindings for arrow key and shift-arrow key
         inMap.put(KeyStroke.getKeyStroke(key, 0), name);
         inMap.put(KeyStroke.getKeyStroke(key, InputEvent.SHIFT_DOWN_MASK), name);
         actMap.put(name, new MyKeyAction(this, direction));
      }
   }
   
   // creates a KeyListener that stores key presses and releases in a HashMap
   private class KeyHandler extends KeyAdapter {
      @Override
      public void keyPressed(KeyEvent e) {
         keyStates.put(KeyEvent.getKeyText(e.getKeyCode()), true);
      }
      
      @Override
      public void keyReleased(KeyEvent e) {
         keyStates.put(KeyEvent.getKeyText(e.getKeyCode()), false);
      }
   }
   
   public class MyKeyAction extends AbstractAction {
      private AnimationWithKeyBinding draw;
      private Direction direction;
      
      public MyKeyAction(AnimationWithKeyBinding draw, Direction direction) {
         this.draw = draw;
         this.direction = direction;
      }

      @Override
      public void actionPerformed(ActionEvent e) {
         switch (direction) {
         case UP:
            if (keyStates.get("Up")) {
               draw.incrementY(false);
            }
            break;
         case DOWN:
            if (keyStates.get("Down")) {
               draw.incrementY(true);
            }
            break;
         case LEFT:
            if (keyStates.get("Left")) {
               draw.incrementX(false);
            }
            break;
         case RIGHT:
            if (keyStates.get("Right")) {
               draw.incrementX(true);
            }
            break;

         default:
            break;
         }
      }
   }
   
   enum Direction {
      UP(KeyEvent.VK_UP), DOWN(KeyEvent.VK_DOWN), LEFT(KeyEvent.VK_LEFT), RIGHT(KeyEvent.VK_RIGHT);

      private int key;

      private Direction(int key) {
         this.key = key;
      }

      public int getKey() {
         return key;
      }
   }

   // create a bunch of buffered images and place into an array,
   // to be displayed sequentially
   private void createSprites() {
      for (int i = 0; i < spriteImages.length; i++) {
         spriteImages[i] = new BufferedImage(SPRITE_WIDTH, SPRITE_WIDTH,
                  BufferedImage.TYPE_INT_ARGB);
         Graphics2D g2 = spriteImages[i].createGraphics();
         g2.setColor(Color.red);
         g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
         double theta = i * Math.PI / (2 * spriteImages.length);
         double x = SPRITE_WIDTH * Math.abs(Math.cos(theta)) / 2.0;
         double y = SPRITE_WIDTH * Math.abs(Math.sin(theta)) / 2.0;
         int x1 = (int) ((SPRITE_WIDTH / 2.0) - x);
         int y1 = (int) ((SPRITE_WIDTH / 2.0) - y);
         int x2 = (int) ((SPRITE_WIDTH / 2.0) + x);
         int y2 = (int) ((SPRITE_WIDTH / 2.0) + y);
         g2.drawLine(x1, y1, x2, y2);
         g2.drawLine(y1, x2, y2, x1);
         g2.dispose();
      }
   }

   @Override
   protected void paintComponent(Graphics g) {
      super.paintComponent(g);
      g.drawImage(spriteImages[mState], mX, mY, null);
   }

   public void incrementX(boolean right) {
      oldMX = mX;
      if (right) {
         mX = Math.min(getWidth() - SPRITE_WIDTH, mX + SPRITE_STEP);
      } else {
         mX = Math.max(0, mX - SPRITE_STEP);
      }
      moved = true;
   }

   public void incrementY(boolean down) {
      oldMY = mY;
      if (down) {
         mY = Math.min(getHeight() - SPRITE_WIDTH, mY + SPRITE_STEP);
      } else {
         mY = Math.max(0, mY - SPRITE_STEP);
      }
      moved = true;
   }

   public void tick() {
      mState = (mState + 1) % MAX_MSTATE;
   }

   private class SpinTimerListener implements ActionListener {
      @Override
      public void actionPerformed(ActionEvent e) {
         tick();

         int delta = 20;
         int width = SPRITE_WIDTH + 2 * delta;
         int height = width;

         // make sure to erase the old image
         if (moved) {
            int x = oldMX - delta;
            int y = oldMY - delta;
            repaint(x, y, width, height);
         }

         int x = mX - delta;
         int y = mY - delta;

         // draw the new image
         repaint(x, y, width, height);
         moved = false;
      }
   }
   public static void main(String[] args) {
      java.awt.EventQueue.invokeLater(new Runnable() {
         public void run() {
            createAndShowUI();
         }
      });
   }
   public static void createAndShowUI() {
      AnimationWithKeyBinding panel = new AnimationWithKeyBinding(); // the drawing JPanel

      JFrame frame = new JFrame("Animation With Key Binding");
      frame.getContentPane().add(panel);
      frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      frame.pack();
      frame.setLocationRelativeTo(null);
      frame.setVisible(true);
   }
}
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This example uses a Timer to move the image at a constant speed, and Key Bindings to listen for key presses. When a key is pressed, the MyKeyAction method is called, which updates the position of the image. This allows the image to move in response to keypresses.

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