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Thread: Tetris KeyListener Problem

  1. #1
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    Default Tetris KeyListener Problem

    Hi I'm currently building a Tetris game (still a work in progress), but my KeyListener won't work, I've never used a KeyListener on a program this big and am unsure if i have done something wrong. Currently the game runs however, the KeyListener does nothing. Can someone please point out my mistake? I changed the color of everything pertaining to the keyListener to red(only keyListener code is in the first 2 classes), and the smileys symbolize the end of a class (sorry couldn't find line breaks)

    import java.awt.*;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.applet.*;
    import java.io.File;
     
    import javax.imageio.ImageIO;
    import javax.swing.JFrame;
    import javax.swing.JTextField;
    @SuppressWarnings("serial")
    public class Tetris extends JFrame{
     
    	GameState g = new GameState();
     
    	Screen s = new Screen();
    	private static int resX = 1024;
    	private static int resY = 768;
     
    	public static void main(String[] args)
    			{
     
    				DisplayMode dm = new DisplayMode(resX,resY,16,DisplayMode.REFRESH_RATE_UNKNOWN);
    				Tetris g = new Tetris();
    				g.run(dm);
    			}
     
    			public void run(DisplayMode dm)
    			{
    				try{
    					s.setFullScreen(dm, this);
    				}catch(Exception e){}		
    			}
     
    	public void paint(Graphics g)
    	{
    		Movement m = new Movement();
    		g.setColor(Color.WHITE);
    		g.fillRect(0, 0, resX, resY);
    			m.game(g);
    	}
     
    }
     
    :rolleyes:
     
    import java.awt.*;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.applet.*;
    import java.util.Random;
    public class GameState extends Applet implements KeyListener
    {
    	int xMovement;
    	int yMovement;
    	Color pieceColor = Color.BLACK;
    	Random rand = new Random();
    	public GameState()
    	{
    		[COLOR="#FF0000"]addKeyListener(this);[/COLOR]
    		xMovement = 0;
    		yMovement = 0;
    	}
     
    	public boolean grid[][] = new boolean[20][10];
     
    	public boolean gamestate = true;
    	GamePiece p;
     
    	public void setGrid(){
    		for(int r = 0;r < grid.length; ++r){	
    			for(int c = 0; c < grid[r].length; ++c){
    				grid[r][c] = false;
    			}
    		}
    	}
    	public void drawPiece(Graphics g, Cordinate[] a ,Color c)
    	{
    		for(int i = 0;i < 4;++i)
    		{
    			g.setColor(c);
    		g.fill3DRect((a[i].x*20)+300, (a[i].y*20), 20, 20,true);
    		}
    	}
    	public void erasePiece(Graphics g, Cordinate[] a)
    	{
    		for(int i = 0;i < 4;++i)
    		{
    			g.setColor(Color.WHITE);
    		g.fillRect((a[i].x*20)+ 300, (a[i].y*20), 20, 20);
    		}
    	}
    	[COLOR="#FF0000"]public void keyPressed(KeyEvent e)
    	{
    		System.out.print("pressed!!!");
    		int keyCode = e.getKeyCode();
    		if(keyCode == KeyEvent.VK_A)
    		{
     
    			xMovement += 1;
    			System.out.print("Worked!!!!");
    			e.consume();
    		}
    		else if(keyCode == KeyEvent.VK_D)
    		{
    			xMovement -= 1;
    			e.consume();
    		}
    		else if(keyCode == KeyEvent.VK_S)
    		{
    			yMovement += 1;
    			e.consume();
     
    		}
    		else if(keyCode == KeyEvent.VK_SPACE)
    		{
    			yMovement += 1;
    			e.consume();
     
    		}
    		else if(keyCode == KeyEvent.VK_ESCAPE)
    		{
    			System.out.print("DSFASDDFSDS!!!");
    			gamestate = false;
    			e.consume();
    		}
    	}
     
    	public void keyReleased(KeyEvent e)
    	{
    		System.out.print("pressed!!!");
    		e.consume();
    	}
     
    	public void keyTyped(KeyEvent e)
    		{
    		System.out.print("pressed!!!");
    			e.consume();
    		}[/COLOR]
     
    }
     
    :rolleyes:
     
     
    import java.awt.event.KeyEvent;
    import java.awt.*;
    import java.awt.event.KeyListener;
    import java.util.Random;
     
     
    public class Movement extends Thread{
    GameState s = new GameState();
    GamePiece p;
    private Cordinate beenSet[] = new Cordinate[4];
     
    	public void game(Graphics g)
    	{
    		System.out.println("Test");
     
    		while(s.gamestate)
    		{
    			switch ((new Random()).nextInt(8)+1)
    			{
    				case 1 : p = new Piece1(); break;
    				case 2 : p = new Piece2(); break;
    				case 3 : p = new Piece3(); break;
    				case 4 : p = new Piece4(); break;
    				case 5 : p = new Piece5(); break;
    				case 6 : p = new Piece6(); break;
    				case 7 : p = new Piece7();
    			}
     
    			while(p.dropping)
    			{
    				refresh();
    				s.drawPiece(g, p.cord, p.pieceColor);
    				try{
    					Thread.sleep(200);
    				}catch(Exception e){System.out.println("Thread Error");}
    				s.yMovement += 1;
    				if(p.dropping){
    					s.erasePiece(g, p.cord);
    				}
    			}
    		}
    	}
     
    	public GamePiece getPiece()
    	{
    		return p;
    	}
     
    	public void refresh()
    	{
    		int k = 0;
    		 GamePiece p = getPiece();
    		 for(int i = 0;i < 4; ++i)
    		 {
    			 p.cord[i].x += s.xMovement;
    			 p.cord[i].y += s.yMovement;
    		 }
    		 if((p.cord[0].y >= 31) || (p.cord[1].y >= 31) || (p.cord[2].y >= 31) || (p.cord[3].y >= 31))
    		 {
    			 p.dropping = false;
    		 }
    		 s.yMovement = 0;
    		 s.xMovement = 0;
    		 for(int r = 0;r < s.grid.length; ++r)
    		 {
    			 for(int c = 0; c < s.grid[r].length; ++c)
    			 {
    				 for(int i = 0;i < 4; ++i)
    				 {
    					 if((p.cord[i].x==r)&&(p.cord[i].y==c))
    					 {
    						 if((s.grid[r][c] == true)&&(r!=beenSet[0].x)&&(c!= beenSet[0].y)&&(r!=beenSet[1].x)&&(c!= beenSet[1].y)&&(r!=beenSet[2].x)&&(c!= beenSet[2].y)&&(r!=beenSet[3].x)&&(c!= beenSet[3].y)){
    							 p.dropping = false;
    						 }
    						 else if (s.grid[r][c] != true)
    						 {
    							//s.grid[r][c] = true;
    						 	//beenSet[k].x = r;
    					     	//beenSet[k].y = c;
    					     	k++;
    					     	if (k == 4)
    					     		k = 0;
    						 }
    						 else{
     
    						 }
    					 }
    				 }
    			 }
    		 }
     
    	}
    }
    :rolleyes:
     
    import java.awt.*;
     
    import javax.swing.JFrame;
     
    public class Screen{
     
     
    	private GraphicsDevice vc;
    	public Screen()
    	{
    		GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
    		vc = env.getDefaultScreenDevice();
    	}
     
    	public void setFullScreen(DisplayMode dm, JFrame window)
    	{
    		window.setUndecorated(true);
    		window.setResizable(false);
    		vc.setFullScreenWindow(window);
     
    		if(dm != null && vc.isDisplayChangeSupported())
    		{
    			try{
    				vc.setDisplayMode(dm);
    			}catch(Exception e){}
    		}
    	}
     
    	public Window getFullScreenWindow()
    	{
    		return vc.getFullScreenWindow();
    	}
     
    	public void restoreScreen()
    	{
    		Window w = vc.getFullScreenWindow();
    		if(w != null)
    			w.dispose();
    		vc.setFullScreenWindow(null);
    	}
    }
     
    :rolleyes:
     
    import java.awt.Color;
     
    public abstract class GamePiece 
    {
    	protected Cordinate cord[];
    	Color pieceColor;
    	public boolean dropping = true;
    	public GamePiece()
    	{
    		this.cord = new Cordinate[4];
     
    		for(int i = 0; i < 4; ++i)
    		{
    			this.cord[i] = new Cordinate();
    		}
    	}
     
     
    }
    :rolleyes:
     
     
    public class Cordinate {
     
    	int x;
    	int y;
     
     
    	public void set(int x, int y)
    	{
    		this.x = x;
    		this.y = y;
    	}
     
    	public void swap()
    	{
    		int temp = y;
    		this.y = this.x;
    		this.x = temp;
    	}
    }
     
    :rolleyes:
     
    import java.awt.Color;
     
     
    public class Piece1 extends GamePiece 
    {
     
    	public Piece1()
    	{
    		cord[0].set(0, 0);
    		cord[1].set(0, 1);
    		cord[2].set(0, 2);
    		cord[3].set(0, 3);
    		pieceColor = Color.RED;
    	}  
     
    	public void rotate()
    	{
    		for (int i = 0; i < 4; ++i)
    		{
    			this.cord[i].swap();
    		}
    	}
    }
    :rolleyes:
    import java.awt.Color;
     
     
    public class Piece2 extends GamePiece 
    {
     
    	public Piece2()
    	{
    		cord[0].set(0, 0);
    		cord[1].set(0, 1);
    		cord[2].set(1, 0);
    		cord[3].set(1, 1);
    		pieceColor = Color.BLUE;
    	}  
     
    	public void rotate()
    	{
     
    	}
    }
     
    :rolleyes:
     
    import java.awt.Color;
     
     
    public class Piece3 extends GamePiece 
    {
     
    	public Piece3()
    	{
    		cord[0].set(0, 0);
    		cord[1].set(0, 1);
    		cord[2].set(1, 1);
    		cord[3].set(2, 1);
    		pieceColor = Color.YELLOW;
    	}  
     
    	public void rotate()
    	{
    		for (int i = 0; i < 4; ++i)
    		{
    			this.cord[i].swap();
    			if (cord[i].y == 0)
    			{
    				cord[i].y = 1;
    			}
    			else
    			{
    				cord[i].y = 0;
    			}
    		}
     
    	}
    }
     
    :rolleyes:
     
    import java.awt.Color;
     
     
    public class Piece4 extends GamePiece 
    {
    	private int state;
     
    	public Piece4()
    	{
    		cord[0].set(0, 1);
    		cord[1].set(1, 1);
    		cord[2].set(1, 0);
    		cord[3].set(2, 0);
    		pieceColor = Color.GREEN;
    		state = 0;
    	}  
     
    	public void rotate()
    	{
    		++state;
    		if (state == 0) // set to state 0
    		{
    			cord[0].set(0, 1);
    			cord[3].set(2, 0);
    		}
    		if (state == 1)  //set to state 1
    		{
    			cord[0].set(0, 0);
    			cord[3].set(1, 2);
     
    		}
     
     
    	}
    }
     
    :rolleyes:
     
    import java.awt.Color;
     
     
    public class Piece5 extends GamePiece 
    {
    	private int state;
     
    	public Piece5()
    	{
    		cord[0].set(0, 0);
    		cord[1].set(0, 1);
    		cord[2].set(0, 2);
    		cord[3].set(1, 2);
    		pieceColor = Color.ORANGE;
    		state = 0;
    	}  
     
    	public void rotate()
    	{
    		++state;
    		switch (state)
    		{
    			case 0 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(0, 0);
    				cord[1].set(0, 1);
    				cord[2].set(0, 2);
    				cord[3].set(1, 2);
    			}
    			case 1 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(0, 1);
    				cord[1].set(1, 1);
    				cord[2].set(2, 1);
    				cord[3].set(2, 0);
    			}
    			case 2 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(1, 2);
    				cord[1].set(1, 1);
    				cord[2].set(1, 0);
    				cord[3].set(0, 0);
    			}
    			case 3 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(2, 0);
    				cord[1].set(1, 0);
    				cord[2].set(0, 0);
    				cord[3].set(0, 1);
    			}
     
    		}	
    	}
    }
     
    :rolleyes:
     
    import java.awt.Color;
     
     
    public class Piece6 extends GamePiece 
    {
    	private int state;
     
    	public Piece6()
    	{
    		cord[0].set(1, 0);
    		cord[1].set(1, 1);
    		cord[2].set(1, 2);
    		cord[3].set(0, 2);
    		pieceColor = Color.CYAN;
    		state = 0;
    	}  
     
    	public void rotate()
    	{
    		++state;
    		switch (state)
    		{
    			case 0 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(1, 0);
    				cord[1].set(1, 1);
    				cord[2].set(1, 2);
    				cord[3].set(0, 2);
    			}
    			case 1 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(0, 0);
    				cord[1].set(1, 0);
    				cord[2].set(2, 0);
    				cord[3].set(2, 1);
    			}
    			case 2 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(0, 2);
    				cord[1].set(0, 1);
    				cord[2].set(0, 0);
    				cord[3].set(1, 0);
    			}
    			case 3 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(2, 1);
    				cord[1].set(1, 1);
    				cord[2].set(0, 1);
    				cord[3].set(0, 0);
    			}
     
    		}	
    	}
    }
     
     
    import java.awt.Color;
     
     
    public class Piece7 extends GamePiece 
    {
    	private int state;
     
    	public Piece7()
    	{
    		cord[0].set(0, 1);
    		cord[1].set(1, 0);
    		cord[2].set(1, 1);
    		cord[3].set(2, 1);
    		pieceColor = Color.PINK;
    		state = 0;
    	}  
     
    	public void rotate()
    	{
    		++state;
    		switch (state)
    		{
    			case 0 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(0, 1);
    				cord[1].set(1, 0);
    				cord[2].set(1, 1);
    				cord[3].set(2, 1);
    			}
    			case 1 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(1, 2);
    				cord[1].set(0, 1);
    				cord[2].set(1, 1);
    				cord[3].set(1, 0);
    			}
    			case 2 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(2, 0);
    				cord[1].set(1, 1);
    				cord[2].set(1, 0);
    				cord[3].set(0, 0);
    			}
    			case 3 : for (int i = 0; i < 4; ++i)
    			{
    				cord[0].set(0, 0);
    				cord[1].set(1, 1);
    				cord[2].set(0, 1);
    				cord[3].set(0, 2);
    			}
     
    		}	
    	}
    }
    Last edited by JavaPF; November 8th, 2011 at 06:07 AM. Reason: USE HIGHLIGHT TAGS!


  2. #2
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    Default Re: Tetris KeyListener Problem

    First, please use the code highlight tags (see the link in my signature entitled getting help). Second, that is way too much code for us to go through - I highly recommend creating an SSCCE that demonstrates the problem. All that being said, a common problem for KeyListeners is that the component must have focus for them to fire. Thus I recommend either calling requestFocus on the component, or use KeyBindings instead.
    How to Use Key Bindings (The Java™ Tutorials > Creating a GUI With JFC/Swing > Using Other Swing Features)

  3. The Following User Says Thank You to copeg For This Useful Post:

    Martinnikol (November 5th, 2011)

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