您问题的基本答案是,延迟不能是特定于操作系统的。
更长的答案是,您应该忽略各个事件本身,并通过使用适当的标志监视状态变化(在按下和释放之间)。
这意味着,当按下某个键时,您将设置一些标志,程序可以使用该标志来更改程序的状态,并在释放标志时将其重置。
这使事件与状态更改脱离关联,并为您提供了更大的灵活性,因为您的程序不在乎是什么原因导致状态更改,而只是在乎状态已更改并且应该对此做出反应。
这将需要您承担某种“循环”,其职责是监视此更改并做出相应的反应。在游戏中,这通常称为“游戏循环”,但也可以称为“主循环”。
正是这种“循环”责任来更新程序的状态并对其进行绘制。
下面是一个非常简单的示例,该示例使用键绑定API和
javax.swing.Timer演示了基本概念
import com.sun.glass.events.KeyEvent;import java.awt.BorderLayout;import java.awt.Color;import java.awt.Dimension;import java.awt.EventQueue;import java.awt.Graphics;import java.awt.Graphics2D;import java.awt.Rectangle;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import javax.swing.AbstractAction;import javax.swing.ActionMap;import javax.swing.InputMap;import javax.swing.Jframe;import javax.swing.JPanel;import javax.swing.KeyStroke;import javax.swing.Timer;import javax.swing.UIManager;import javax.swing.UnsupportedLookAndFeelException;public class MoveMe { public static void main(String[] args) { new MoveMe(); } public MoveMe() { EventQueue.invokeLater(new Runnable() { @Override public void run() { try { UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName()); } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) { } Jframe frame = new Jframe("Testing"); frame.setDefaultCloseOperation(Jframe.EXIT_ON_CLOSE); frame.setLayout(new BorderLayout()); frame.add(new TestPane()); frame.pack(); frame.setLocationRelativeTo(null); frame.setVisible(true); } }); } public class MovementState { public int xDirection; public int yDirection; } public class TestPane extends JPanel { private MovementState movementState; private Rectangle box; public TestPane() { movementState = new MovementState(); InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW); ActionMap am = getActionMap(); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "down-pressed"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "down-released"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "up-pressed"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "up-released"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "left-pressed"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, true), "left-released"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "right-pressed"); im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, true), "right-released"); am.put("down-pressed", new YDirectionAction(movementState, 2)); am.put("down-released", new YDirectionAction(movementState, 0)); am.put("up-pressed", new YDirectionAction(movementState, -2)); am.put("up-released", new YDirectionAction(movementState, 0)); am.put("left-pressed", new XDirectionAction(movementState, -2)); am.put("left-released", new XDirectionAction(movementState, 0)); am.put("right-pressed", new XDirectionAction(movementState, 2)); am.put("right-released", new XDirectionAction(movementState, 0)); box = new Rectangle(90, 90, 20, 20); Timer timer = new Timer(40, new ActionListener() { @Override public void actionPerformed(ActionEvent e) { box.x += movementState.xDirection; box.y += movementState.yDirection; if (box.x < 0) { box.x = 0; } else if (box.x + box.width > getWidth()) { box.x = getWidth() - box.width; } if (box.y < 0) { box.y = 0; } else if (box.y + box.height > getHeight()) { box.y = getHeight() - box.height; } repaint(); } }); timer.start(); } @Override public Dimension getPreferredSize() { return new Dimension(200, 200); } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.setColor(Color.RED); g2d.fill(box); g2d.dispose(); } } public abstract class AbstractDirectionAction extends AbstractAction { private final MovementState movementState; private final int value; public AbstractDirectionAction(MovementState movementState, int value) { this.movementState = movementState; this.value = value; } public MovementState getMovementState() { return movementState; } public int getValue() { return value; } } public class YDirectionAction extends AbstractDirectionAction { public YDirectionAction(MovementState movementState, int value) { super(movementState, value); } @Override public void actionPerformed(ActionEvent e) { getMovementState().yDirection = getValue(); } } public class XDirectionAction extends AbstractDirectionAction { public XDirectionAction(MovementState movementState, int value) { super(movementState, value); } @Override public void actionPerformed(ActionEvent e) { getMovementState().xDirection = getValue(); } }}


