[英]how to change the rotation direction on keypress in javafx
我有兩個圓,如果要按右鍵,則要順時針旋轉它們,如果要按左鍵,則要逆時針旋轉,但是我的代碼不起作用。
import javafx.animation.*;
import javafx.application.Application;
import javafx.beans.property.SimpleIntegerProperty;
import javafx.geometry.Bounds;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.effect.GaussianBlur;
import javafx.scene.layout.*;
import javafx.scene.media.Media;
import javafx.scene.media.MediaPlayer;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.scene.text.Font;
import javafx.scene.transform.Rotate;
import javafx.stage.Popup;
import javafx.stage.Stage;
import javafx.util.Duration;
import static java.lang.Math.cos;
import static java.lang.Math.sin;
public class Main extends Application {
public static final double CIRCLES_CENTER_X = 600;
public static final double CIRCLES_CENTER_Y = 450;
public static final double CIRCLES_RADIUS = 15;
public static final double CIRCLES_DISTANCE = 300;
public static final double GAME_HEIGHT = 700;
public static final double GAME_WIDTH = 1200;
private Stage primaryStage;
public static void main(String[] args) {
Application.launch(args);
}
@Override
public void start(Stage primaryStage) {
this.primaryStage = primaryStage;
primaryStage.setMinWidth(GAME_WIDTH);
primaryStage.setMinHeight(GAME_HEIGHT);
final Scene scene;
BorderPane root = new BorderPane();
scene = new Scene(root, Main.GAME_WIDTH, Main.GAME_HEIGHT);
Circle orangeCircle = new Circle(Main.CIRCLES_CENTER_X + Main.CIRCLES_DISTANCE / 2 * cos(0),
Main.CIRCLES_CENTER_Y + Main.CIRCLES_DISTANCE / 2 * sin(0),
Main.CIRCLES_RADIUS, Color.ORANGE);
Circle yellowCircle = new Circle(Main.CIRCLES_CENTER_X - Main.CIRCLES_DISTANCE / 2 * cos(0),
Main.CIRCLES_CENTER_Y - Main.CIRCLES_DISTANCE / 2 * sin(0),
Main.CIRCLES_RADIUS, Color.YELLOW);
Pane game = new Pane(orangeCircle, yellowCircle);
root.setCenter(game);
SimpleIntegerProperty angle = new SimpleIntegerProperty(0);
root.setOnKeyPressed(ke -> {
if (ke.getCode().toString().equals("RIGHT")) {
angle.set(360);
}
if (ke.getCode().toString().equals("LEFT")) {
angle.set(-360);
}
});
root.setOnKeyReleased(ke -> {
if (ke.getCode().toString().equals("RIGHT")) {
angle.set(0);
}
if (ke.getCode().toString().equals("LEFT")) {
angle.set(0);
}
});
Rotate orangeCircleRotation = new Rotate(0, Main.CIRCLES_CENTER_X, Main.CIRCLES_CENTER_Y);
orangeCircle.getTransforms().add(orangeCircleRotation);
Rotate yellowCircleRotation = new Rotate(0, Main.CIRCLES_CENTER_X, Main.CIRCLES_CENTER_Y);
yellowCircle.getTransforms().add(yellowCircleRotation);
Timeline rotationAnimation = new Timeline();
rotationAnimation.setCycleCount(Timeline.INDEFINITE);
angle.addListener((ov, old_val, new_val) -> {
System.out.println("fk");
rotationAnimation.stop();
while (rotationAnimation.getKeyFrames().size() > 0) {
rotationAnimation.getKeyFrames().remove(0);
}
rotationAnimation.getKeyFrames().add(
new KeyFrame(Duration.millis(2000),
new KeyValue(orangeCircleRotation.angleProperty(), angle.getValue())));
rotationAnimation.getKeyFrames().add(
new KeyFrame(Duration.millis(2000),
new KeyValue(yellowCircleRotation.angleProperty(), angle.getValue())));
rotationAnimation.play();
}
);
primaryStage.setScene(scene);
primaryStage.show();
}
public Stage getPrimaryStage() {
return primaryStage;
}
}
它幾乎可以正常工作,但是當我按下一個鍵並釋放它時,圓圈並沒有停止。 它們只是開始向后旋轉直到最后一個旋轉變化點,並不斷重復,所以當我再次按下該鍵時,它有時也會跳躍。(因為向后旋轉已經到達終點並從頭開始)(很難解釋!您必須自己看看!)有人知道如何解決或實現此目標嗎?
在動畫進行過程中,我不會嘗試操作關鍵幀。 相反,您可以暫停/播放動畫並更改速率。 這里唯一的“陷阱”是,似乎動畫在暫停時會忽略速率變化,因此您需要在 setRate(...)
之前調用play()
setRate(...)
。
這是修改后的SSCCE:
import static java.lang.Math.cos;
import static java.lang.Math.sin;
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
import javafx.util.Duration;
public class RotatingCircles extends Application {
public static final double CIRCLES_CENTER_X = 600;
public static final double CIRCLES_CENTER_Y = 450;
public static final double CIRCLES_RADIUS = 15;
public static final double CIRCLES_DISTANCE = 300;
public static final double GAME_HEIGHT = 700;
public static final double GAME_WIDTH = 1200;
private Stage primaryStage;
public static void main(String[] args) {
Application.launch(args);
}
@Override
public void start(Stage primaryStage) {
this.primaryStage = primaryStage;
primaryStage.setMinWidth(GAME_WIDTH);
primaryStage.setMinHeight(GAME_HEIGHT);
final Scene scene;
BorderPane root = new BorderPane();
scene = new Scene(root, GAME_WIDTH, GAME_HEIGHT);
Circle orangeCircle = new Circle(CIRCLES_CENTER_X + CIRCLES_DISTANCE / 2 * cos(0),
CIRCLES_CENTER_Y + CIRCLES_DISTANCE / 2 * sin(0),
CIRCLES_RADIUS, Color.ORANGE);
Circle yellowCircle = new Circle(CIRCLES_CENTER_X - CIRCLES_DISTANCE / 2 * cos(0),
CIRCLES_CENTER_Y - CIRCLES_DISTANCE / 2 * sin(0),
CIRCLES_RADIUS, Color.YELLOW);
Pane game = new Pane(orangeCircle, yellowCircle);
root.setCenter(game);
Rotate orangeCircleRotation = new Rotate(0, CIRCLES_CENTER_X, CIRCLES_CENTER_Y);
orangeCircle.getTransforms().add(orangeCircleRotation);
Rotate yellowCircleRotation = new Rotate(0, CIRCLES_CENTER_X, CIRCLES_CENTER_Y);
yellowCircle.getTransforms().add(yellowCircleRotation);
Timeline rotationAnimation = new Timeline();
rotationAnimation.setCycleCount(Timeline.INDEFINITE);
rotationAnimation.getKeyFrames().add(new KeyFrame(Duration.seconds(2), new KeyValue(orangeCircleRotation.angleProperty(), 360)));
rotationAnimation.getKeyFrames().add(new KeyFrame(Duration.seconds(2), new KeyValue(yellowCircleRotation.angleProperty(), 360)));
root.setOnKeyPressed(ke -> {
if (ke.getCode() == KeyCode.RIGHT) {
rotationAnimation.play();
rotationAnimation.setRate(1);
} else if (ke.getCode() == KeyCode.LEFT) {
rotationAnimation.play();
rotationAnimation.setRate(-1);
}
});
root.setOnKeyReleased(ke -> {
rotationAnimation.pause();
});
primaryStage.setScene(scene);
primaryStage.show();
root.requestFocus();
}
public Stage getPrimaryStage() {
return primaryStage;
}
}
順便說一句,在此代碼中,您實際上不需要兩個單獨的旋轉,因為它們是相同的。 只需創建一個旋轉並將其添加到兩個圓的變換列表中即可。 當然,您的實際代碼可能有所不同...
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