延时和JInput [英] Time delay and JInput

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本文介绍了延时和JInput的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

好的,我不知道如何表达这个问题,但是也许我的代码可以解决这个问题:

OK, I don't know how to word this question, but maybe my code will spell out the problem:

public class ControllerTest
{
    public static void main(String [] args)
    {
        GamePadController rockbandDrum = new GamePadController();
        DrumMachine drum = new DrumMachine();

        while(true)
        {
            try{

            rockbandDrum.poll();

            if(rockbandDrum.isButtonPressed(1)) //BLUE PAD HhiHat)
            {
                drum.playSound("hiHat.wav");
                Thread.sleep(50);
            }

            if(rockbandDrum.isButtonPressed(2)) //GREEN PAD (Crash)
            {
                //Todo: Change to Crash
                drum.playSound("hiHat.wav");
                Thread.sleep(50);
            }
            //Etc....
         }
     }
}

public class DrumMachine
{
    InputStream soundPlayer = null;
    AudioStream audio = null;
    static boolean running = true;

    public void playSound(String soundFile)
    {
        //Tak a sound file as a paramater and then
        //play that sound file
        try{
            soundPlayer = new FileInputStream(soundFile);
            audio = new AudioStream(soundPlayer);

        }
        catch(FileNotFoundException e){
            e.printStackTrace();
        }
        catch(IOException e){
            e.printStackTrace();
        }

        AudioPlayer.player.start(audio);
    }
    //Etc... Methods for multiple audio clip playing
}

现在的问题是,如果我降低

Now the problem is, if I lower the delay in the

Thread.sleep(50)

然后声音每秒播放多次,但是如果我保持此级别或更高的级别,我可能会错过正在播放的声音...

then the sound plays multiple times a second, but if I keep at this level or any higher, I could miss sounds being played...

这是一个奇怪的问题,如果延迟太低,声音就会循环.但是,如果它太高,则会错过播放声音.这是否只是我需要调整设置的问题,还是有其他方法可以轮询控制器而不会发出声音?

It's an odd problem, where if the delay is too low, the sound loops. But if it's too high it misses playing sounds. Is this just a problem where I would need to tweak the settings, or is there any other way to poll the controller without looping sound?

如果我需要发布用于轮询控制器的代码,我将...

If I need to post the code for polling the controller I will...

import java.io.*;
import net.java.games.input.*;
import net.java.games.input.Component.POV;


public class GamePadController
{
    public static final int NUM_BUTTONS = 13;

    // public stick and hat compass positions
    public static final int NUM_COMPASS_DIRS = 9;

    public static final int NW = 0;
    public static final int NORTH = 1;
    public static final int NE = 2;
    public static final int WEST = 3;
    public static final int NONE = 4;   // default value
    public static final int EAST = 5;
    public static final int SW = 6;
    public static final int SOUTH = 7;
    public static final int SE = 8;

    private Controller controller;

    private Component[] comps;  // holds the components

    // comps[] indices for specific components
    private int xAxisIdx, yAxisIdx, zAxisIdx, rzAxisIdx;
                                // indices for the analog sticks axes
    private int povIdx;         // index for the POV hat
    private int buttonsIdx[];   // indices for the buttons

    private Rumbler[] rumblers;
    private int rumblerIdx;      // index for the rumbler being used
    private boolean rumblerOn = false;   // whether rumbler is on or off

    public GamePadController()
    {
        // get the controllers
        ControllerEnvironment ce =
             ControllerEnvironment.getDefaultEnvironment();
        Controller[] cs = ce.getControllers();
        if (cs.length == 0) {
          System.out.println("No controllers found");
          System.exit(0);
        }
        else
          System.out.println("Num. controllers: " + cs.length);


        // get the game pad controller
        controller = findGamePad(cs);
        System.out.println("Game controller: " +
                           controller.getName() + ", " +
                           controller.getType());

        // collect indices for the required game pad components
        findCompIndices(controller);

        findRumblers(controller);
    } // end of GamePadController()


    private Controller findGamePad(Controller[] cs)
    /* Search the array of controllers until a suitable game pad
       controller is found (eith of type GAMEPAD or STICK).
    */
    {
        Controller.Type type;
        int i = 0;
        while(i < cs.length) {
            type = cs[i].getType();
            if ((type == Controller.Type.GAMEPAD) ||
                (type == Controller.Type.STICK))
                break;
            i++;
        }

        if (i == cs.length) {
            System.out.println("No game pad found");
            System.exit(0);
        }
        else
            System.out.println("Game pad index: " + i);

        return cs[i];
    }  // end of findGamePad()


    private void findCompIndices(Controller controller)
    /* Store the indices for the analog sticks axes
       (x,y) and (z,rz), POV hat, and
       button components of the controller.
    */
    {
        comps = controller.getComponents();
        if (comps.length == 0) {
            System.out.println("No Components found");
            System.exit(0);
        }
        else
            System.out.println("Num. Components: " + comps.length);

        // get the indices for the axes of the analog sticks: (x,y) and (z,rz)
        xAxisIdx = findCompIndex(comps, Component.Identifier.Axis.X, "x-axis");
        yAxisIdx = findCompIndex(comps, Component.Identifier.Axis.Y, "y-axis");

        zAxisIdx = findCompIndex(comps, Component.Identifier.Axis.Z, "z-axis");
        rzAxisIdx = findCompIndex(comps, Component.Identifier.Axis.RZ, "rz-axis");

        // get POV hat index
        povIdx = findCompIndex(comps, Component.Identifier.Axis.POV, "POV hat");

        findButtons(comps);
    }  // end of findCompIndices()


    private int findCompIndex(Component[] comps,
                           Component.Identifier id, String nm)
    /* Search through comps[] for id, returning the corresponding
       array index, or -1 */
    {
        Component c;
        for(int i=0; i < comps.length; i++) {
            c = comps[i];
            if ((c.getIdentifier() == id) && !c.isRelative()) {
                System.out.println("Found " + c.getName() + "; index: " + i);
                return i;
            }
        }

        System.out.println("No " + nm + " component found");
        return -1;
    }  // end of findCompIndex()


    private void findButtons(Component[] comps)
    /* Search through comps[] for NUM_BUTTONS buttons, storing
       their indices in buttonsIdx[]. Ignore excessive buttons.
       If there aren't enough buttons, then fill the empty spots in
       buttonsIdx[] with -1's. */
    {
        buttonsIdx = new int[NUM_BUTTONS];
        int numButtons = 0;
        Component c;

        for(int i=0; i < comps.length; i++) {
            c = comps[i];
            if (isButton(c)) {    // deal with a button
                if (numButtons == NUM_BUTTONS)   // already enough buttons
                    System.out.println("Found an extra button; index: " + i + ". Ignoring it");
                else {
                    buttonsIdx[numButtons] = i;  // store button index
                    System.out.println("Found " + c.getName() + "; index: " + i);
                    numButtons++;
                }
            }
        }

        // fill empty spots in buttonsIdx[] with -1's
        if (numButtons < NUM_BUTTONS) {
            System.out.println("Too few buttons (" + numButtons +
                               "); expecting " + NUM_BUTTONS);
            while (numButtons < NUM_BUTTONS) {
                buttonsIdx[numButtons] = -1;
                numButtons++;
            }
        }
    }  // end of findButtons()


    private boolean isButton(Component c)
    /* Return true if the component is a digital/absolute button, and
       its identifier name ends with "Button" (i.e. the
       identifier class is Component.Identifier.Button).
    */
    {
        if (!c.isAnalog() && !c.isRelative()) {    // digital and absolute
            String className = c.getIdentifier().getClass().getName();
            // System.out.println(c.getName() + " identifier: " + className);
            if (className.endsWith("Button"))
                return true;
        }
        return false;
    }  // end of isButton()


    private void findRumblers(Controller controller)
    /* Find the rumblers. Use the last rumbler for making vibrations,
       an arbitrary decision. */
    {
        // get the game pad's rumblers
        rumblers = controller.getRumblers();
        if (rumblers.length == 0) {
            System.out.println("No Rumblers found");
            rumblerIdx = -1;
        }
        else {
            System.out.println("Rumblers found: " + rumblers.length);
            rumblerIdx = rumblers.length-1;    // use last rumbler
        }
    }  // end of findRumblers()


    // ----------------- polling and getting data ------------------


    public void poll()
    // update the component values in the controller
    {
        controller.poll();
    }


    public int getXYStickDir()
    // return the (x,y) analog stick compass direction
    {
      if ((xAxisIdx == -1) || (yAxisIdx == -1)) {
          System.out.println("(x,y) axis data unavailable");
          return NONE;
      }
      else
         return getCompassDir(xAxisIdx, yAxisIdx);
    } // end of getXYStickDir()


    public int getZRZStickDir()
    // return the (z,rz) analog stick compass direction
    {
        if ((zAxisIdx == -1) || (rzAxisIdx == -1)) {
            System.out.println("(z,rz) axis data unavailable");
            return NONE;
        }
        else
            return getCompassDir(zAxisIdx, rzAxisIdx);
    } // end of getXYStickDir()


    private int getCompassDir(int xA, int yA)
    // Return the axes as a single compass value
    {
        float xCoord = comps[ xA ].getPollData();
        float yCoord = comps[ yA ].getPollData();
        // System.out.println("(x,y): (" + xCoord + "," + yCoord + ")");

        int xc = Math.round(xCoord);
        int yc = Math.round(yCoord);
        // System.out.println("Rounded (x,y): (" + xc + "," + yc + ")");

        if ((yc == -1) && (xc == -1))   // (y,x)
            return NW;
        else if ((yc == -1) && (xc == 0))
            return NORTH;
        else if ((yc == -1) && (xc == 1))
            return NE;
        else if ((yc == 0) && (xc == -1))
            return WEST;
        else if ((yc == 0) && (xc == 0))
            return NONE;
        else if ((yc == 0) && (xc == 1))
            return EAST;
        else if ((yc == 1) && (xc == -1))
            return SW;
        else if ((yc == 1) && (xc == 0))
            return SOUTH;
        else if ((yc == 1) && (xc == 1))
            return SE;
        else {
            System.out.println("Unknown (x,y): (" + xc + "," + yc + ")");
            return NONE;
        }
    }  // end of getCompassDir()

    public int getHatDir()
    // Return the POV hat's direction as a compass direction
    {
        if (povIdx == -1) {
            System.out.println("POV hat data unavailable");
            return NONE;
        }
        else {
            float povDir = comps[povIdx].getPollData();
            if (povDir == POV.CENTER)  //   0.0f
                return NONE;
            else if (povDir == POV.DOWN)  // 0.75f
                return SOUTH;
            else if (povDir == POV.DOWN_LEFT)  // 0.875f
                return SW;
            else if (povDir == POV.DOWN_RIGHT)  // 0.625f
                return SE;
            else if (povDir == POV.LEFT)  // 1.0f
                return WEST;
            else if (povDir == POV.RIGHT)  // 0.5f
                return EAST;
            else if (povDir == POV.UP)  // 0.25f
                return NORTH;
            else if (povDir == POV.UP_LEFT)  // 0.125f
                return NW;
            else if (povDir == POV.UP_RIGHT)  // 0.375f
                return NE;
            else  { // assume center
                System.out.println("POV hat value out of range: " + povDir);
                return NONE;
            }
        }
    }  // end of getHatDir()


    public boolean[] getButtons()
    /* Return all the buttons in a single array. Each button value is
       a boolean. */
    {
        boolean[] buttons = new boolean[NUM_BUTTONS];
        float value;
        for(int i=0; i < NUM_BUTTONS; i++) {
            value = comps[ buttonsIdx[i] ].getPollData();
            buttons[i] = ((value == 0.0f) ? false : true);
        }
        return buttons;
    }  // end of getButtons()


    public boolean isButtonPressed(int pos)
    /* Return the button value (a boolean) for button number 'pos'.
       pos is in the range 1-NUM_BUTTONS to match the game pad
       button labels.
    */
    {
      if ((pos < 1) || (pos > NUM_BUTTONS)) {
          System.out.println("Button position out of range (1-" +
                              NUM_BUTTONS + "): " + pos);
          return false;
      }

      if (buttonsIdx[pos-1] == -1)   // no button found at that pos
          return false;

      float value = comps[ buttonsIdx[pos-1] ].getPollData();
         // array range is 0-NUM_BUTTONS-1

      return ((value == 0.0f) ? false : true);
    } // end of isButtonPressed()


    // ------------------- Trigger a rumbler -------------------

    public void setRumbler(boolean switchOn)
    // turn the rumbler on or off
    {
        if (rumblerIdx != -1) {
            if (switchOn)
                rumblers[rumblerIdx].rumble(0.8f);  // almost full on for last rumbler
            else  // switch off
                rumblers[rumblerIdx].rumble(0.0f);
            rumblerOn = switchOn;    // record rumbler's new status
        }
    }  // end of setRumbler()

    public boolean isRumblerOn()
    {  return rumblerOn;  }

} // end of GamePadController class

推荐答案

请发布有关您正在使用的GamePadController类的更多信息.

Please post more information about the GamePadController class that you are using.

同一个库很有可能会提供事件" API,在用户按下按钮后,将向您在游戏手柄对象中注册的回调"进行调用.通过这种设置,轮询"循环位于框架中,而不是在您的应用程序中,并且效率更高,因为它使用来自硬件的信号而不是忙于等待的轮询循环.

More than likely, that same library will offer an "event" API, where a "callback" that you register with a game pad object will be called as soon as the user presses a button. With this kind of setup, the "polling" loop is in the framework, not your application, and it can be much more efficient, because it uses signals from the hardware rather than a busy-wait polling loop.

好的,我查看了JInput API,它不是真正的事件驱动的;它是事件驱动的.您必须在进行操作时对其进行轮询.松开按钮时声音会停止循环吗?如果是这样,您的目标是只播放一次声音,而不是直到释放按钮并再次按下时才播放声音吗?在这种情况下,您每次循环时都需要跟踪先前的按钮状态.

Okay, I looked at the JInput API, and it is not really event-driven; you have to poll it as you are doing. Does the sound stop looping when you release the button? If so, is your goal to have the sound play just once, and not again until the button is release and pressed again? In that case, you'll need to track the previous button state each time through the loop.

人类的响应时间约为250毫秒(无论如何,对于像我这样的老人而言).如果您每50毫秒进行一次轮询,则我希望控制器报告该循环多次迭代后按下的按钮.你可以尝试这样的事情吗?

Human response time is about 250 ms (for an old guy like me, anyway). If you are polling every 50 ms, I'd expect the controller to report the button depressed for several iterations of the loop. Can you try something like this:

boolean played = false;
while (true) {
  String sound = null;
  if (controller.isButtonPressed(1)) 
    sound = "hiHat.wav";
  if (controller.isButtonPressed(2)) 
    sound = "crash.wav";
  if (sound != null) {
    if (!played) {
      drum.playSound(sound);
      played = true;
    }
  } else {
    played = false;
  }
  Thread.sleep(50);
}

这篇关于延时和JInput的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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