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我有一个运动线程,用于监听运动。我可以让它通过while循环运行,但是当没有移动发生时,线程会占用100%的CPU使用量,因为它只是一遍又一遍地经历while循环。如何等待线程完成其工作
我所试图做的就是把这个线程睡觉后它完成的动画,并唤醒它,当我按一个键
当我按箭头键,我将在一个方向移动直到我放开。这时移动线程等待,但是当我按下另一个键或同一个键时,keyListener不响应。 Keylistener没有响应,因为当我拨打电话时
waitMovementThread();
它永远不会离开同步的对象。 Idk最新错误,或者我应该如何解决这种情况。
private void keyListeners(){
GlobalObjects.frame.addKeyListener(new KeyListener() {
@Override
public void keyPressed(KeyEvent e) {
//Up = 38
//Down = 40
//Left = 37
//Right = 39
System.out.println("Keypressed");
if(e.getKeyCode() == 16){
player.setPlayerMovementSpeed(3);
}
if(e.getKeyCode() == 38){
notifyMovementThread();
player.setPlayerMovement(1);
}else if(e.getKeyCode() == 40){
notifyMovementThread();
player.setPlayerMovement(2);
}else if(e.getKeyCode() == 37){
notifyMovementThread();
player.setPlayerMovement(3);
}else if(e.getKeyCode() == 39){
notifyMovementThread();
player.setPlayerMovement(4);
}
}
@Override
public void keyReleased(KeyEvent e) {
if(e.getKeyCode() == 16){
player.setPlayerMovementSpeed(10);
}
if(e.getKeyCode() == 38){
if(player.getPlayerMovement() != 1){
}else{
player.setPlayerMovement(0);
waitMovementThread();
}
}else if(e.getKeyCode() == 40){
if(player.getPlayerMovement() != 2){
}else{
player.setPlayerMovement(0);
waitMovementThread();
}
}else if(e.getKeyCode() == 37){
if(player.getPlayerMovement() != 3){
}else{
player.setPlayerMovement(0);
waitMovementThread();
}
}else if(e.getKeyCode() == 39){
if(player.getPlayerMovement() != 4){
}else{
player.setPlayerMovement(0);
waitMovementThread();
}
}
}
@Override
public void keyTyped(KeyEvent e) {
}
});
}
private void waitMovementThread(){
synchronized(movementThread){
try {
movementThread.wait();
}
catch (InterruptedException e) {
e.printStackTrace();
}
}
}
private void notifyMovementThread(){
synchronized(movementThread){
movementThread.notify();
}
}