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Keyboard for game in java

Hey guys. I'm developing a kind of game engine to build a game on top of it. I have to write a keyboard class that I want it to be able to response one time per tap or make response while it is pressed. Can you give me any idea?

2nd Feb 2019, 9:33 AM
Lighton
Lighton - avatar
6 Réponses
+ 1
On the computer, yes. On the phone, no... I’m sorry!
2nd Feb 2019, 5:48 PM
TCB
TCB - avatar
+ 1
you could try to create a class that implements the KeyListener interface (import java.awt.event.KeyListener).
2nd Feb 2019, 9:14 PM
FabrizioPatriarca
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I need it on computer. I know that I need keylistener. I ask about how to handle just one tap and how to handle the release of button.
2nd Feb 2019, 10:25 PM
Lighton
Lighton - avatar
0
Actually I don't know what is your goal, but I hope that these codes could help you for your purposes: --First you can copy and paste this class import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import javax.swing.JComponent; import javax.swing.KeyStroke; public class KeyComponent extends JComponent{ /** * This component has to extends a JComponent * in order to accept a listener */ private static final long serialVersionUID = 1L; //This inner class implements the KeyListener interface class KeyReceiver implements KeyListener{ //This method has to elaborate what happens after the key click @Override public void keyPressed(KeyEvent e) { /*** * First I want to create a String which gives me information * about * which keyboard button I pressed */ String key = KeyStroke.getKeyStrokeForEvent(e).toString(); /*** * I want to print on the console the message about the keyboard * button I pressed; * you can try to insert if statements that decide which method * has to be invoked * (like "if(key.equals("pressed DOWN"){...}) */ System.out.println(key); } /***This method has to elaborate what happens after the key has been */ released @Override public void keyReleased(KeyEvent e) { /***The same as the "keyPressed" method; in this case is related */to the button release String key = KeyStroke.getKeyStrokeForEvent(e).toString(); System.out.println(key); } @Override public void keyTyped(KeyEvent e) { } } public KeyComponent() { this.addKeyListener(new KeyReceiver()); /*** * the most important thing about KeyListener is that the component * which * adds the listener has to invokes these two methods below! */ this.setFocusable(true); this.requestFocus(); } }
3rd Feb 2019, 3:49 PM
FabrizioPatriarca
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--Then you can copy and paste in the same package of the first class the following one and run it; let me know what will happen... import javax.swing.JFrame; public class KeyFrame extends JFrame{ /** * I want to instantiate a JFrame only has a support for the KeyComponent */ private static final long serialVersionUID = 1L; private static final int WIDTH_FRAME = 200; private static final int LENGHT_FRAME = 200; private static KeyComponent k; public KeyFrame() { this.setSize(WIDTH_FRAME, LENGHT_FRAME); //I have to add the KeyComponent to the frame k = new KeyComponent(); this.add(k); } public static void main(String[] args) { KeyFrame frame = new KeyFrame(); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); /***Once you have run the main method, try to tap some button and */ see what happens } }
3rd Feb 2019, 3:50 PM
FabrizioPatriarca
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I found an other solution but I will try your way too
6th Feb 2019, 1:42 PM
Lighton
Lighton - avatar