[英]JavaFX smooth movement and timelines
I've recently started using JavaFX and I'm making a small game with a player being controlled by WASD keys. 我最近开始使用JavaFX,并且正在通过WASD按键控制玩家制作一款小型游戏。 At first I made it so you could move the player by adjusting his x & y coordinates on keyPress but I found that the movement was very rough.
首先,我做到了,这样您就可以通过在keyPress上调整他的x和y坐标来移动播放器,但是我发现移动非常粗糙。 Now I changed things and started using Timelines starting & stopping them when a key is pressed and released.
现在,我更改了内容并开始使用时间轴来启动和停止,并在按下和释放键时停止它们。
The code: 编码:
Timeline timelineW = new Timeline();
Timeline timelineA = new Timeline();
Timeline timelineS = new Timeline();
Timeline timelineD = new Timeline();
public void createTimeLineW() {
timelineW.setCycleCount(Timeline.INDEFINITE);
final KeyValue kv = new KeyValue(player.yProperty(), -Integer.MAX_VALUE);
final KeyFrame kf = new KeyFrame(Duration.hours(3000), kv);
timelineW.getKeyFrames().add(kf);
}
public void createTimeLineA() {
timelineA.setCycleCount(Timeline.INDEFINITE);
final KeyValue kv = new KeyValue(player.xProperty(), -Integer.MAX_VALUE);
final KeyFrame kf = new KeyFrame(Duration.hours(3000), kv);
timelineA.getKeyFrames().add(kf);
}
public void createTimeLineS() {
timelineS.setCycleCount(Timeline.INDEFINITE);
final KeyValue kv = new KeyValue(player.yProperty(), Integer.MAX_VALUE);
final KeyFrame kf = new KeyFrame(Duration.hours(3000), kv);
timelineS.getKeyFrames().add(kf);
}
public void createTimeLineD() {
timelineD.setCycleCount(Timeline.INDEFINITE);
final KeyValue kv = new KeyValue(player.xProperty(), Integer.MAX_VALUE);
final KeyFrame kf = new KeyFrame(Duration.hours(3000), kv);
timelineD.getKeyFrames().add(kf);
}
This is the base of the current movement. 这是当前运动的基础。 So upon pressing W the imageView player would get timelineW.play() and upon releasing W it would get timelineW.stop();
因此,在按下W时,imageView播放器将获得timelineW.play();在释放W时,它将获得timelineW.stop();。 and like so for the other keys.
其他键也一样 The overall reason I made this change was because the movement is more smooth but there are still several bugs.
我做出此更改的总体原因是因为运动更加平稳,但仍然存在一些错误。 Is it possible to even do movement with this?
这样做甚至可以运动吗? Or should I look into alternatives.
还是我应该寻找替代方案。
Thanks on forehand. 正手谢谢。
Typically, you'll want to periodically check for a key and reset the movement Timeline: 通常,您需要定期检查按键并重置移动时间轴:
/** Distance player moves in one "step." */
private static final int movementDistance = 10;
/** Time it takes to move one "step." */
private static final Duration movementTime = Duration.seconds(0.5);
private Timeline xMovement;
private void checkMovementKeys() {
// ...
if (xMovement == null) {
xMovement = new Timeline();
}
if (rightMovementKeyPressed) {
xMovement.getKeyFrames().setAll(
new KeyFrame(movementTime,
new KeyValue(player.xProperty(),
player.getX() + movementDistance)));
xMovement.playFromStart();
}
if (leftMovementKeyPressed) {
xMovement.getKeyFrames().setAll(
new KeyFrame(movementTime,
new KeyValue(player.xProperty(),
player.getX() - movementDistance)));
xMovement.playFromStart();
}
// ...
}
Notice that the cycle count is left at its default, which is one. 请注意,循环计数保留默认值,即1。
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