Fire Rate Issue in Java 2D Gaming










1














I am creating a 2D tank game and I want my tank to be able to shoot immediately once the fire button is pressed and then again every half second, while the fire button is held. Currently In my game, my first bullet shoots immediately after the fire button is pressed, then there is a delay (I presume half second) until my tank starts shooting a stream of bullets. I'm wondering why the initial delay after the first bullet works, but the successive ones fail. Below I have included the method which creates bullets which is called every frame in my 144Hz main game loop:



public void addBullets(ArrayList<Animate> animates, ArrayList<Drawable> drawables)
if (this.ShootPressed)
if( firstShot



Here are the associated methods in my KeyListener class:



public void keyPressed(KeyEvent key) {
int keyPressed = key.getKeyCode();
if (keyPressed == up)
this.t1.toggleUpPressed();

if (keyPressed == down)
this.t1.toggleDownPressed();

if (keyPressed == left)
this.t1.toggleLeftPressed();

if (keyPressed == right)
this.t1.toggleRightPressed();

if(keyPressed == shoot)
this.t1.toggleShootPressed();
this.t1.setFirstShot(true);



I am including this for additional information even though the bug happens before the key is released:



public void keyReleased(KeyEvent ke) 
int keyReleased = ke.getKeyCode();
if (keyReleased == up)
this.t1.unToggleUpPressed();

if (keyReleased == down)
this.t1.unToggleDownPressed();

if (keyReleased == left)
this.t1.unToggleLeftPressed();

if (keyReleased == right)
this.t1.unToggleRightPressed();

if (keyReleased == shoot)
this.t1.unToggleShootPressed();












share|improve this question


























    1














    I am creating a 2D tank game and I want my tank to be able to shoot immediately once the fire button is pressed and then again every half second, while the fire button is held. Currently In my game, my first bullet shoots immediately after the fire button is pressed, then there is a delay (I presume half second) until my tank starts shooting a stream of bullets. I'm wondering why the initial delay after the first bullet works, but the successive ones fail. Below I have included the method which creates bullets which is called every frame in my 144Hz main game loop:



    public void addBullets(ArrayList<Animate> animates, ArrayList<Drawable> drawables)
    if (this.ShootPressed)
    if( firstShot



    Here are the associated methods in my KeyListener class:



    public void keyPressed(KeyEvent key) {
    int keyPressed = key.getKeyCode();
    if (keyPressed == up)
    this.t1.toggleUpPressed();

    if (keyPressed == down)
    this.t1.toggleDownPressed();

    if (keyPressed == left)
    this.t1.toggleLeftPressed();

    if (keyPressed == right)
    this.t1.toggleRightPressed();

    if(keyPressed == shoot)
    this.t1.toggleShootPressed();
    this.t1.setFirstShot(true);



    I am including this for additional information even though the bug happens before the key is released:



    public void keyReleased(KeyEvent ke) 
    int keyReleased = ke.getKeyCode();
    if (keyReleased == up)
    this.t1.unToggleUpPressed();

    if (keyReleased == down)
    this.t1.unToggleDownPressed();

    if (keyReleased == left)
    this.t1.unToggleLeftPressed();

    if (keyReleased == right)
    this.t1.unToggleRightPressed();

    if (keyReleased == shoot)
    this.t1.unToggleShootPressed();












    share|improve this question
























      1












      1








      1







      I am creating a 2D tank game and I want my tank to be able to shoot immediately once the fire button is pressed and then again every half second, while the fire button is held. Currently In my game, my first bullet shoots immediately after the fire button is pressed, then there is a delay (I presume half second) until my tank starts shooting a stream of bullets. I'm wondering why the initial delay after the first bullet works, but the successive ones fail. Below I have included the method which creates bullets which is called every frame in my 144Hz main game loop:



      public void addBullets(ArrayList<Animate> animates, ArrayList<Drawable> drawables)
      if (this.ShootPressed)
      if( firstShot



      Here are the associated methods in my KeyListener class:



      public void keyPressed(KeyEvent key) {
      int keyPressed = key.getKeyCode();
      if (keyPressed == up)
      this.t1.toggleUpPressed();

      if (keyPressed == down)
      this.t1.toggleDownPressed();

      if (keyPressed == left)
      this.t1.toggleLeftPressed();

      if (keyPressed == right)
      this.t1.toggleRightPressed();

      if(keyPressed == shoot)
      this.t1.toggleShootPressed();
      this.t1.setFirstShot(true);



      I am including this for additional information even though the bug happens before the key is released:



      public void keyReleased(KeyEvent ke) 
      int keyReleased = ke.getKeyCode();
      if (keyReleased == up)
      this.t1.unToggleUpPressed();

      if (keyReleased == down)
      this.t1.unToggleDownPressed();

      if (keyReleased == left)
      this.t1.unToggleLeftPressed();

      if (keyReleased == right)
      this.t1.unToggleRightPressed();

      if (keyReleased == shoot)
      this.t1.unToggleShootPressed();












      share|improve this question













      I am creating a 2D tank game and I want my tank to be able to shoot immediately once the fire button is pressed and then again every half second, while the fire button is held. Currently In my game, my first bullet shoots immediately after the fire button is pressed, then there is a delay (I presume half second) until my tank starts shooting a stream of bullets. I'm wondering why the initial delay after the first bullet works, but the successive ones fail. Below I have included the method which creates bullets which is called every frame in my 144Hz main game loop:



      public void addBullets(ArrayList<Animate> animates, ArrayList<Drawable> drawables)
      if (this.ShootPressed)
      if( firstShot



      Here are the associated methods in my KeyListener class:



      public void keyPressed(KeyEvent key) {
      int keyPressed = key.getKeyCode();
      if (keyPressed == up)
      this.t1.toggleUpPressed();

      if (keyPressed == down)
      this.t1.toggleDownPressed();

      if (keyPressed == left)
      this.t1.toggleLeftPressed();

      if (keyPressed == right)
      this.t1.toggleRightPressed();

      if(keyPressed == shoot)
      this.t1.toggleShootPressed();
      this.t1.setFirstShot(true);



      I am including this for additional information even though the bug happens before the key is released:



      public void keyReleased(KeyEvent ke) 
      int keyReleased = ke.getKeyCode();
      if (keyReleased == up)
      this.t1.unToggleUpPressed();

      if (keyReleased == down)
      this.t1.unToggleDownPressed();

      if (keyReleased == left)
      this.t1.unToggleLeftPressed();

      if (keyReleased == right)
      this.t1.unToggleRightPressed();

      if (keyReleased == shoot)
      this.t1.unToggleShootPressed();









      java 2d-games






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 10 '18 at 9:57









      yungvinsantos

      82




      82






















          1 Answer
          1






          active

          oldest

          votes


















          0














          I suspect it's an issue with key-repeats which will repeatedly call KeyPressed while the key is held. It is usually setup to behave as you describe. Consequently, "firstShot" will be repeatedly set to true and a shot will be fired.



          I advise restricting your event code, mainly as it's continuous in nature, to only toggling actions, rather than performing any logic. You can determine whether a shot is first or not in your game loop, with the help of some messages from your events.



          However, the firstShot variable is not really necessary at all as the time delta will account for it. Removing it would also prevent firing faster than every 500ms by pressing the fire key rapidly, which you may or may not want.






          share|improve this answer






















          • yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
            – yungvinsantos
            Nov 13 '18 at 22:54










          Your Answer






          StackExchange.ifUsing("editor", function ()
          StackExchange.using("externalEditor", function ()
          StackExchange.using("snippets", function ()
          StackExchange.snippets.init();
          );
          );
          , "code-snippets");

          StackExchange.ready(function()
          var channelOptions =
          tags: "".split(" "),
          id: "1"
          ;
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function()
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled)
          StackExchange.using("snippets", function()
          createEditor();
          );

          else
          createEditor();

          );

          function createEditor()
          StackExchange.prepareEditor(
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader:
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          ,
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          );



          );













          draft saved

          draft discarded


















          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53237825%2ffire-rate-issue-in-java-2d-gaming%23new-answer', 'question_page');

          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          I suspect it's an issue with key-repeats which will repeatedly call KeyPressed while the key is held. It is usually setup to behave as you describe. Consequently, "firstShot" will be repeatedly set to true and a shot will be fired.



          I advise restricting your event code, mainly as it's continuous in nature, to only toggling actions, rather than performing any logic. You can determine whether a shot is first or not in your game loop, with the help of some messages from your events.



          However, the firstShot variable is not really necessary at all as the time delta will account for it. Removing it would also prevent firing faster than every 500ms by pressing the fire key rapidly, which you may or may not want.






          share|improve this answer






















          • yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
            – yungvinsantos
            Nov 13 '18 at 22:54















          0














          I suspect it's an issue with key-repeats which will repeatedly call KeyPressed while the key is held. It is usually setup to behave as you describe. Consequently, "firstShot" will be repeatedly set to true and a shot will be fired.



          I advise restricting your event code, mainly as it's continuous in nature, to only toggling actions, rather than performing any logic. You can determine whether a shot is first or not in your game loop, with the help of some messages from your events.



          However, the firstShot variable is not really necessary at all as the time delta will account for it. Removing it would also prevent firing faster than every 500ms by pressing the fire key rapidly, which you may or may not want.






          share|improve this answer






















          • yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
            – yungvinsantos
            Nov 13 '18 at 22:54













          0












          0








          0






          I suspect it's an issue with key-repeats which will repeatedly call KeyPressed while the key is held. It is usually setup to behave as you describe. Consequently, "firstShot" will be repeatedly set to true and a shot will be fired.



          I advise restricting your event code, mainly as it's continuous in nature, to only toggling actions, rather than performing any logic. You can determine whether a shot is first or not in your game loop, with the help of some messages from your events.



          However, the firstShot variable is not really necessary at all as the time delta will account for it. Removing it would also prevent firing faster than every 500ms by pressing the fire key rapidly, which you may or may not want.






          share|improve this answer














          I suspect it's an issue with key-repeats which will repeatedly call KeyPressed while the key is held. It is usually setup to behave as you describe. Consequently, "firstShot" will be repeatedly set to true and a shot will be fired.



          I advise restricting your event code, mainly as it's continuous in nature, to only toggling actions, rather than performing any logic. You can determine whether a shot is first or not in your game loop, with the help of some messages from your events.



          However, the firstShot variable is not really necessary at all as the time delta will account for it. Removing it would also prevent firing faster than every 500ms by pressing the fire key rapidly, which you may or may not want.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 10 '18 at 13:14

























          answered Nov 10 '18 at 13:02









          Hayden Ness

          161




          161











          • yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
            – yungvinsantos
            Nov 13 '18 at 22:54
















          • yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
            – yungvinsantos
            Nov 13 '18 at 22:54















          yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
          – yungvinsantos
          Nov 13 '18 at 22:54




          yeah, I wasn't sure if the keypressed routine was being continuously called while holding down the key, but I learned that it was. the firstShot variable was as you said. It was not necessary at all and in fact, it was the root of my bug! thank you for the advice.
          – yungvinsantos
          Nov 13 '18 at 22:54

















          draft saved

          draft discarded
















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid


          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.

          To learn more, see our tips on writing great answers.





          Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


          Please pay close attention to the following guidance:


          • Please be sure to answer the question. Provide details and share your research!

          But avoid


          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.

          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53237825%2ffire-rate-issue-in-java-2d-gaming%23new-answer', 'question_page');

          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          𛂒𛀶,𛀽𛀑𛂀𛃧𛂓𛀙𛃆𛃑𛃷𛂟𛁡𛀢𛀟𛁤𛂽𛁕𛁪𛂟𛂯,𛁞𛂧𛀴𛁄𛁠𛁼𛂿𛀤 𛂘,𛁺𛂾𛃭𛃭𛃵𛀺,𛂣𛃍𛂖𛃶 𛀸𛃀𛂖𛁶𛁏𛁚 𛂢𛂞 𛁰𛂆𛀔,𛁸𛀽𛁓𛃋𛂇𛃧𛀧𛃣𛂐𛃇,𛂂𛃻𛃲𛁬𛃞𛀧𛃃𛀅 𛂭𛁠𛁡𛃇𛀷𛃓𛁥,𛁙𛁘𛁞𛃸𛁸𛃣𛁜,𛂛,𛃿,𛁯𛂘𛂌𛃛𛁱𛃌𛂈𛂇 𛁊𛃲,𛀕𛃴𛀜 𛀶𛂆𛀶𛃟𛂉𛀣,𛂐𛁞𛁾 𛁷𛂑𛁳𛂯𛀬𛃅,𛃶𛁼

          Edmonton

          Crossroads (UK TV series)