I have a movement thread that listens for movement. I can let it run through the while loop, but when there is no movement taking place, the Thread goes to 100% CPU usage because its just going through the while loop over and over.
What I am trying to do is put that Thread to sleep AFTER it finishes it's animation, and wake it up when I press a key
When I press an arrow key, I will move in a direction until I let go. At which point the movementThread waits, but when I press another key, or the same key, the keyListener doesn't respond. The Keylistener doesn't respond, because when I call
waitMovementThread();
it never leaves the synchronized object. Idk whats wrong, or how I should fix this situation.
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();
}
}