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/* |
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* Copyright (c) 2009-2017 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package jme3test.games; |
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|
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import com.jme3.app.SimpleApplication; |
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import com.jme3.bullet.BulletAppState; |
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import com.jme3.bullet.PhysicsSpace; |
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import com.jme3.bullet.collision.PhysicsCollisionEvent; |
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import com.jme3.bullet.collision.PhysicsCollisionListener; |
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import com.jme3.bullet.collision.shapes.BoxCollisionShape; |
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import com.jme3.bullet.collision.shapes.CompoundCollisionShape; |
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import com.jme3.bullet.collision.shapes.SphereCollisionShape; |
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import com.jme3.bullet.control.GhostControl; |
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import com.jme3.bullet.control.RigidBodyControl; |
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import com.jme3.font.BitmapText; |
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import com.jme3.input.KeyInput; |
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import com.jme3.input.controls.ActionListener; |
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import com.jme3.input.controls.KeyTrigger; |
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import com.jme3.light.DirectionalLight; |
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import com.jme3.material.Material; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.math.FastMath; |
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import com.jme3.math.Quaternion; |
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import com.jme3.math.Vector3f; |
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import com.jme3.post.FilterPostProcessor; |
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import com.jme3.renderer.queue.RenderQueue.ShadowMode; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Node; |
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import com.jme3.scene.Spatial; |
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import com.jme3.scene.shape.Box; |
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import com.jme3.scene.shape.Sphere; |
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import com.jme3.shadow.DirectionalLightShadowFilter; |
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import com.jme3.system.AppSettings; |
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import com.jme3.util.TempVars; |
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import java.util.concurrent.Callable; |
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|
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/** |
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* Physics based marble game. |
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* |
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* @author SkidRunner (Mark E. Picknell) |
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*/ |
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public class RollingTheMonkey extends SimpleApplication implements ActionListener, PhysicsCollisionListener { |
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private static final String TITLE = "Rolling The Monkey"; |
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private static final String MESSAGE = "Thanks for Playing!"; |
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private static final String INFO_MESSAGE = "Collect all the spinning cubes!\nPress the 'R' key any time to reset!"; |
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private static final float PLAYER_DENSITY = 1200; // OLK(Java LOL) = 1200, STEEL = 8000, RUBBER = 1000
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private static final float PLAYER_REST = 0.1f; // OLK = 0.1f, STEEL = 0.0f, RUBBER = 1.0f I made these up.
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private static final float PLAYER_RADIUS = 2.0f; |
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private static final float PLAYER_ACCEL = 1.0f; |
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private static final float PICKUP_SIZE = 0.5f; |
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private static final float PICKUP_RADIUS = 15.0f; |
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private static final int PICKUP_COUNT = 16; |
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private static final float PICKUP_SPEED = 5.0f; |
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private static final float PLAYER_VOLUME = (FastMath.pow(PLAYER_RADIUS, 3) * FastMath.PI) / 3; // V = 4/3 * PI * R pow 3
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private static final float PLAYER_MASS = PLAYER_DENSITY * PLAYER_VOLUME; |
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private static final float PLAYER_FORCE = 80000 * PLAYER_ACCEL; // F = M(4m diameter steel ball) * A
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private static final Vector3f PLAYER_START = new Vector3f(0.0f, PLAYER_RADIUS * 2, 0.0f); |
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private static final String INPUT_MAPPING_FORWARD = "INPUT_MAPPING_FORWARD"; |
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private static final String INPUT_MAPPING_BACKWARD = "INPUT_MAPPING_BACKWARD"; |
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private static final String INPUT_MAPPING_LEFT = "INPUT_MAPPING_LEFT"; |
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private static final String INPUT_MAPPING_RIGHT = "INPUT_MAPPING_RIGHT"; |
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private static final String INPUT_MAPPING_RESET = "INPUT_MAPPING_RESET"; |
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public static void main(String[] args) { |
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AppSettings settings = new AppSettings(true); |
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settings.setTitle(TITLE); |
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settings.setResolution(1440, 810); |
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settings.setFullscreen(false); |
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RollingTheMonkey app = new RollingTheMonkey(); |
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app.setShowSettings(false); |
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app.setSettings(settings); |
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app.start(); |
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} |
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private boolean keyForward; |
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private boolean keyBackward; |
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private boolean keyLeft; |
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private boolean keyRight; |
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private PhysicsSpace space; |
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private RigidBodyControl player; |
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private int score; |
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private Node pickUps; |
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BitmapText infoText; |
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BitmapText scoreText; |
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BitmapText messageText; |
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@Override |
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public void simpleInitApp() { |
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flyCam.setEnabled(false); |
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cam.setLocation(new Vector3f(0.0f, 12.0f, 21.0f)); |
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viewPort.setBackgroundColor(new ColorRGBA(0.2118f, 0.0824f, 0.6549f, 1.0f)); |
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// init physics
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BulletAppState bulletState = new BulletAppState(); |
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stateManager.attach(bulletState); |
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space = bulletState.getPhysicsSpace(); |
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space.addCollisionListener(this); |
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// create light
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DirectionalLight sun = new DirectionalLight(); |
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sun.setDirection((new Vector3f(-0.7f, -0.3f, -0.5f)).normalizeLocal()); |
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System.out.println("Here We Go: " + sun.getDirection()); |
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sun.setColor(ColorRGBA.White); |
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rootNode.addLight(sun); |
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// create materials
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Material materialRed = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); |
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materialRed.setBoolean("UseMaterialColors",true); |
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materialRed.setBoolean("HardwareShadows", true); |
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materialRed.setColor("Diffuse", new ColorRGBA(0.9451f, 0.0078f, 0.0314f, 1.0f)); |
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materialRed.setColor("Specular", ColorRGBA.White); |
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materialRed.setFloat("Shininess", 64.0f); |
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Material materialGreen = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); |
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materialGreen.setBoolean("UseMaterialColors",true); |
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materialGreen.setBoolean("HardwareShadows", true); |
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materialGreen.setColor("Diffuse", new ColorRGBA(0.0431f, 0.7725f, 0.0078f, 1.0f)); |
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materialGreen.setColor("Specular", ColorRGBA.White); |
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materialGreen.setFloat("Shininess", 64.0f); |
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Material logoMaterial = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); |
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logoMaterial.setBoolean("UseMaterialColors",true); |
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logoMaterial.setBoolean("HardwareShadows", true); |
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logoMaterial.setTexture("DiffuseMap", assetManager.loadTexture("com/jme3/app/Monkey.png")); |
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logoMaterial.setColor("Diffuse", ColorRGBA.White); |
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logoMaterial.setColor("Specular", ColorRGBA.White); |
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logoMaterial.setFloat("Shininess", 32.0f); |
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Material materialYellow = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); |
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materialYellow.setBoolean("UseMaterialColors",true); |
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materialYellow.setBoolean("HardwareShadows", true); |
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materialYellow.setColor("Diffuse", new ColorRGBA(0.9529f, 0.7843f, 0.0078f, 1.0f)); |
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materialYellow.setColor("Specular", ColorRGBA.White); |
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materialYellow.setFloat("Shininess", 64.0f); |
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// create level spatial
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// TODO: create your own level mesh
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Node level = new Node("level"); |
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level.setShadowMode(ShadowMode.CastAndReceive); |
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Geometry floor = new Geometry("floor", new Box(22.0f, 0.5f, 22.0f)); |
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floor.setShadowMode(ShadowMode.Receive); |
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floor.setLocalTranslation(0.0f, -0.5f, 0.0f); |
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floor.setMaterial(materialGreen); |
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Geometry wallNorth = new Geometry("wallNorth", new Box(22.0f, 2.0f, 0.5f)); |
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wallNorth.setLocalTranslation(0.0f, 2.0f, 21.5f); |
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wallNorth.setMaterial(materialRed); |
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Geometry wallSouth = new Geometry("wallSouth", new Box(22.0f, 2.0f, 0.5f)); |
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wallSouth.setLocalTranslation(0.0f, 2.0f, -21.5f); |
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wallSouth.setMaterial(materialRed); |
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Geometry wallEast = new Geometry("wallEast", new Box(0.5f, 2.0f, 21.0f)); |
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wallEast.setLocalTranslation(-21.5f, 2.0f, 0.0f); |
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wallEast.setMaterial(materialRed); |
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Geometry wallWest = new Geometry("wallWest", new Box(0.5f, 2.0f, 21.0f)); |
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wallWest.setLocalTranslation(21.5f, 2.0f, 0.0f); |
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wallWest.setMaterial(materialRed); |
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level.attachChild(floor); |
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level.attachChild(wallNorth); |
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level.attachChild(wallSouth); |
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level.attachChild(wallEast); |
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level.attachChild(wallWest); |
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// The easy way: level.addControl(new RigidBodyControl(0));
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// create level Shape
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CompoundCollisionShape levelShape = new CompoundCollisionShape(); |
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BoxCollisionShape floorShape = new BoxCollisionShape(new Vector3f(22.0f, 0.5f, 22.0f)); |
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BoxCollisionShape wallNorthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f)); |
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BoxCollisionShape wallSouthShape = new BoxCollisionShape(new Vector3f(22.0f, 2.0f, 0.5f)); |
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BoxCollisionShape wallEastShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f)); |
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BoxCollisionShape wallWestShape = new BoxCollisionShape(new Vector3f(0.5f, 2.0f, 21.0f)); |
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levelShape.addChildShape(floorShape, new Vector3f(0.0f, -0.5f, 0.0f)); |
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levelShape.addChildShape(wallNorthShape, new Vector3f(0.0f, 2.0f, -21.5f)); |
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levelShape.addChildShape(wallSouthShape, new Vector3f(0.0f, 2.0f, 21.5f)); |
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levelShape.addChildShape(wallEastShape, new Vector3f(-21.5f, 2.0f, 0.0f)); |
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levelShape.addChildShape(wallEastShape, new Vector3f(21.5f, 2.0f, 0.0f)); |
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level.addControl(new RigidBodyControl(levelShape, 0)); |
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rootNode.attachChild(level); |
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space.addAll(level); |
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// create Pickups
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// TODO: create your own pickUp mesh
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// create single mesh for all pickups
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// HINT: think particles.
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pickUps = new Node("pickups"); |
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Quaternion rotation = new Quaternion(); |
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Vector3f translation = new Vector3f(0.0f, PICKUP_SIZE * 1.5f, -PICKUP_RADIUS); |
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int index = 0; |
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float ammount = FastMath.TWO_PI / PICKUP_COUNT; |
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for(float angle = 0; angle < FastMath.TWO_PI; angle += ammount) { |
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Geometry pickUp = new Geometry("pickUp" + (index++), new Box(PICKUP_SIZE,PICKUP_SIZE, PICKUP_SIZE)); |
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pickUp.setShadowMode(ShadowMode.CastAndReceive); |
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pickUp.setMaterial(materialYellow); |
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pickUp.setLocalRotation(rotation.fromAngles( |
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FastMath.rand.nextFloat() * FastMath.TWO_PI, |
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FastMath.rand.nextFloat() * FastMath.TWO_PI, |
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FastMath.rand.nextFloat() * FastMath.TWO_PI)); |
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rotation.fromAngles(0.0f, angle, 0.0f); |
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rotation.mult(translation, pickUp.getLocalTranslation()); |
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pickUps.attachChild(pickUp); |
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pickUp.addControl(new GhostControl(new SphereCollisionShape(PICKUP_SIZE))); |
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space.addAll(pickUp); |
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//space.addCollisionListener(pickUpControl);
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} |
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rootNode.attachChild(pickUps); |
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// Create player
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// TODO: create your own player mesh
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Geometry playerGeometry = new Geometry("player", new Sphere(16, 32, PLAYER_RADIUS)); |
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playerGeometry.setShadowMode(ShadowMode.CastAndReceive); |
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playerGeometry.setLocalTranslation(PLAYER_START.clone()); |
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playerGeometry.setMaterial(logoMaterial); |
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// Store control for applying forces
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// TODO: create your own player control
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player = new RigidBodyControl(new SphereCollisionShape(PLAYER_RADIUS), PLAYER_MASS); |
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player.setRestitution(PLAYER_REST); |
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playerGeometry.addControl(player); |
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rootNode.attachChild(playerGeometry); |
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space.addAll(playerGeometry); |
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inputManager.addMapping(INPUT_MAPPING_FORWARD, new KeyTrigger(KeyInput.KEY_UP) |
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, new KeyTrigger(KeyInput.KEY_W)); |
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inputManager.addMapping(INPUT_MAPPING_BACKWARD, new KeyTrigger(KeyInput.KEY_DOWN) |
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, new KeyTrigger(KeyInput.KEY_S)); |
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inputManager.addMapping(INPUT_MAPPING_LEFT, new KeyTrigger(KeyInput.KEY_LEFT) |
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, new KeyTrigger(KeyInput.KEY_A)); |
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inputManager.addMapping(INPUT_MAPPING_RIGHT, new KeyTrigger(KeyInput.KEY_RIGHT) |
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, new KeyTrigger(KeyInput.KEY_D)); |
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inputManager.addMapping(INPUT_MAPPING_RESET, new KeyTrigger(KeyInput.KEY_R)); |
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inputManager.addListener(this, INPUT_MAPPING_FORWARD, INPUT_MAPPING_BACKWARD |
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, INPUT_MAPPING_LEFT, INPUT_MAPPING_RIGHT, INPUT_MAPPING_RESET); |
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// init UI
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infoText = new BitmapText(guiFont, false); |
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infoText.setText(INFO_MESSAGE); |
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guiNode.attachChild(infoText); |
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scoreText = new BitmapText(guiFont, false); |
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scoreText.setText("Score: 0"); |
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guiNode.attachChild(scoreText); |
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messageText = new BitmapText(guiFont, false); |
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messageText.setText(MESSAGE); |
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messageText.setLocalScale(0.0f); |
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guiNode.attachChild(messageText); |
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infoText.setLocalTranslation(0.0f, cam.getHeight(), 0.0f); |
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scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, |
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scoreText.getLineHeight(), 0.0f); |
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messageText.setLocalTranslation((cam.getWidth() - messageText.getLineWidth()) / 2.0f, |
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(cam.getHeight() - messageText.getLineHeight()) / 2, 0.0f); |
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// init shadows
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FilterPostProcessor processor = new FilterPostProcessor(assetManager); |
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DirectionalLightShadowFilter filter = new DirectionalLightShadowFilter(assetManager, 2048, 1); |
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filter.setLight(sun); |
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processor.addFilter(filter); |
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viewPort.addProcessor(processor); |
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} |
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@Override |
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public void simpleUpdate(float tpf) { |
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// Update and position the score
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scoreText.setText("Score: " + score); |
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scoreText.setLocalTranslation((cam.getWidth() - scoreText.getLineWidth()) / 2.0f, |
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scoreText.getLineHeight(), 0.0f); |
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// Rotate all the pickups
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float pickUpSpeed = PICKUP_SPEED * tpf; |
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for(Spatial pickUp : pickUps.getChildren()) { |
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pickUp.rotate(pickUpSpeed, pickUpSpeed, pickUpSpeed); |
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} |
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TempVars tempVars = TempVars.get(); |
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Vector3f centralForce = tempVars.vect1.set(Vector3f.ZERO); |
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if(keyForward) centralForce.addLocal(cam.getDirection()); |
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if(keyBackward) centralForce.addLocal(cam.getDirection().negate()); |
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if(keyLeft) centralForce.addLocal(cam.getLeft()); |
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if(keyRight) centralForce.addLocal(cam.getLeft().negate()); |
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if(!Vector3f.ZERO.equals(centralForce)) { |
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centralForce.setY(0); // stop ball from pusing down or flying up
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centralForce.normalizeLocal(); // normalize force
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centralForce.multLocal(PLAYER_FORCE); // scale vector to force
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player.applyCentralForce(centralForce); // apply force to player
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} |
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tempVars.release(); |
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cam.lookAt(player.getPhysicsLocation(), Vector3f.UNIT_Y); |
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} |
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@Override |
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public void onAction(String name, boolean isPressed, float tpf) { |
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switch(name) { |
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case INPUT_MAPPING_FORWARD: |
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keyForward = isPressed; |
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break; |
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case INPUT_MAPPING_BACKWARD: |
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keyBackward = isPressed; |
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break; |
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case INPUT_MAPPING_LEFT: |
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keyLeft = isPressed; |
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break; |
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case INPUT_MAPPING_RIGHT: |
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keyRight = isPressed; |
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break; |
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case INPUT_MAPPING_RESET: |
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enqueue(new Callable<Void>() { |
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@Override |
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public Void call() { |
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reset(); |
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return null; |
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} |
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}); |
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break; |
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} |
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} |
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@Override |
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public void collision(PhysicsCollisionEvent event) { |
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Spatial nodeA = event.getNodeA(); |
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Spatial nodeB = event.getNodeB(); |
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String nameA = nodeA == null ? "" : nodeA.getName(); |
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String nameB = nodeB == null ? "" : nodeB.getName(); |
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if(nameA.equals("player") && nameB.startsWith("pickUp")) { |
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GhostControl pickUpControl = nodeB.getControl(GhostControl.class); |
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if(pickUpControl != null && pickUpControl.isEnabled()) { |
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pickUpControl.setEnabled(false); |
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nodeB.removeFromParent(); |
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nodeB.setLocalScale(0.0f); |
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score += 1; |
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if(score >= PICKUP_COUNT) { |
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messageText.setLocalScale(1.0f); |
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} |
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} |
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} else if(nameA.startsWith("pickUp") && nameB.equals("player")) { |
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GhostControl pickUpControl = nodeA.getControl(GhostControl.class); |
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if(pickUpControl != null && pickUpControl.isEnabled()) { |
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pickUpControl.setEnabled(false); |
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nodeA.setLocalScale(0.0f); |
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score += 1; |
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if(score >= PICKUP_COUNT) { |
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messageText.setLocalScale(1.0f); |
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} |
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} |
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} |
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} |
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private void reset() { |
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// Reset the pickups
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for(Spatial pickUp : pickUps.getChildren()) { |
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GhostControl pickUpControl = pickUp.getControl(GhostControl.class); |
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if(pickUpControl != null) { |
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pickUpControl.setEnabled(true); |
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} |
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pickUp.setLocalScale(1.0f); |
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} |
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// Reset the player
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player.setPhysicsLocation(PLAYER_START.clone()); |
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player.setAngularVelocity(Vector3f.ZERO.clone()); |
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player.setLinearVelocity(Vector3f.ZERO.clone()); |
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// Reset the score
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score = 0; |
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// Reset the message
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messageText.setLocalScale(0.0f); |
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} |
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} |
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