I'm making a small 3D scene and the character can walk by pressing the WASD buttons but the animations that are playing are not correct and the character turns around so it looks like he is moonwalking when moving.
The control code for the buttons are
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
And the update loop looks like this
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
I don't understand what is wrong since it is actually so close to working, all I need is that the character doesn't turns around and plays the correct animation when walking. Do you have any idea what the problem might be?
The entire program is
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.TextureKey;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl brick_phy;
private static final Box box;
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for bricks and wall */
private static final float brickLength = 0.48f;
private static final float brickWidth = 0.24f;
private static final float brickHeight = 0.12f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.4f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/** Initialize the brick geometry */
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/** Initialize the floor geometry */
floor = new Box(Vector3f.ZERO, 100f, 0.1f, 50f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
}
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
//prepareBullet();
//prepareEffect();
createLight();
//createSky();
initMaterials();
initFloor();
//createTerrain();
//createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture("ColorMap", tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain2() {
matRock = new Material(assetManager,
"Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap",
assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager
.loadTexture("Textures/Terrain/splat/mountains512.png");
Texture grass = assetManager
.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager
.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager
.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager
.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager
.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager
.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(),
0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createTerrain() {
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
//sceneModel = assetManager.loadModel("Scenes/ManyLights/Main.scene");
sceneModel.setLocalScale(2f);
//initFloor();
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
rootNode.attachChild(sceneModel);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(0.0f, 0.0f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, 0f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
//BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
//Spatial man = (Spatial) assetManager.loadModel(blenderKey);
//man.setLocalTranslation(new Vector3f(-140, 12.5f, -10));
// man.setShadowMode(ShadowMode.CastAndReceive);
//rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
// shootingChannel = animationControl.createChannel();
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
Update
I changed one line of code to include the transform I had to do at the beginning:
character.setViewDirection(walkDirection.add(new Vector3f(1, 0, 0)));
i.e. I added the Vector3f(1, 0, 0) and that seems to have helped, now my character can move forward and backward seemingly perfectly.
But it is still not perfect when moving sideways although the "moonwalking" disappeared and maybe you can confirm that I did the right thing using the add method of the vector?
Update 2
When changing the vector to negate the Ninja is starting to move like he should!
character.setViewDirection(walkDirection.negate());
e.g. in the update code
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
System.out.println("setting walk direction " + walkDirection);
character.setViewDirection(walkDirection.negate());
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
System.out.println("in walk Walk ");
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
Now a remaining problem is to make the char jump and move over stairs.
I'm no animation expert but if you move forward while playing the walk animation it should look ok. For better results you might need some transitions between antimations (e.g. stand, walk, turn) which can either be separate animations or maybe could be achieved by using animation blending.
Nevertheless, it's hard to unterstand what actually is your problem, since the description is quite short and we can't see animation problems from looking at a bunch of code.
Besides that, if your problem is how to correctly configure JMonkeyEngine you might be better off in their forum. Or at https://gamedev.stackexchange.com/.
Related
can someone give me sample of code that will rotate my player please? I want achieve same control like in classical fps (w,a,s,d + mouse). Something with FlyByCamera but i don't know how to add it. Code is without errors. Thanks.
here are methods that are related to control
public class Main extends SimpleApplication
implements ActionListener {
private Spatial platforms[];
private Spatial trees[];
private Node sceneNode;
private Node playerNode;
private Node platformNode;
private Node treeNode;
private CameraNode camNode;
private BulletAppState bullet;
private RigidBodyControl scenePhysics;
private BetterCharacterControl player;
private Vector3f walkDir = new Vector3f(0, 0, 0);
private Vector3f viewDir = new Vector3f(0, 0, 1);
private boolean rotateLeft = false, rotateRight = false, forward = false,
backward = false, strafeLeft = false, strafeRight = false;
private float moveSpeed = 70;
public static void main(String[] args) {
Main app = new Main();
AppSettings settings = new AppSettings(true);
app.setSettings(settings);
settings.setTitle(“RUSHY”);
settings.setSettingsDialogImage(“Interface/intro.png”);
app.start();
}
public void simpleInitApp() {
bullet = new BulletAppState();
stateManager.attach(bullet);
setUpKeys();
scenePhysics = new RigidBodyControl(0f);
sceneNode.addControl(scenePhysics);
bullet.getPhysicsSpace().add(sceneNode);
rootNode.attachChild(sceneNode);
bullet.getPhysicsSpace().setGravity(new Vector3f(0, -50.0f, 0));
bullet.getPhysicsSpace().setAccuracy(0.016f);
playerNode = new Node(“player”);
playerNode.setLocalTranslation(new Vector3f(0, 10, 0)); //spawn position
rootNode.attachChild(playerNode);
player = new BetterCharacterControl(1.5f, 7f, 30f);
player.setJumpForce(new Vector3f(0, 1200f, 0));
player.setGravity(new Vector3f(0.0f, -10.0f, 0.0f));
playerNode.addControl(player);
bullet.getPhysicsSpace().add(player);
}
private void setUpKeys() {
inputManager.addMapping(“Forward”,
new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping(“Backward”,
new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping(“Rotate Left”,
new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping(“Rotate Right”,
new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping(“Strafe Right”,
new KeyTrigger(KeyInput.KEY_E));
inputManager.addMapping(“Strafe Left”,
new KeyTrigger(KeyInput.KEY_Q));
inputManager.addMapping(“Jump”,
new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, “Rotate Left”, “Rotate Right”,
“Strafe Right”, “Strafe Left”, “Forward”, “Backward”, “Jump”);
}
public void onAction(String binding, boolean isPressed, float tpf) {
if (binding.equals(“Rotate Left”)) {
rotateLeft = isPressed;
} else if (binding.equals(“Rotate Right”)) {
rotateRight = isPressed;
} else if (binding.equals(“Strafe Left”)) {
strafeLeft = isPressed;
} else if (binding.equals(“Strafe Right”)) {
strafeRight = isPressed;
} else if (binding.equals(“Forward”)) {
forward = isPressed;
} else if (binding.equals(“Backward”)) {
backward = isPressed;
} else if (binding.equals(“Jump”)) {
player.jump();
}
}
#Override
public void simpleUpdate(float tpf) {
camNode = new CameraNode(“CamNode”, cam);
camNode.setControlDir(CameraControl.ControlDirection.SpatialToCamera);
camNode.setLocalTranslation(new Vector3f(0, 6, 0));
Quaternion quat = new Quaternion();
quat.lookAt(Vector3f.UNIT_Z, Vector3f.UNIT_Y);
camNode.setLocalRotation(quat);
playerNode.attachChild(camNode);
camNode.setEnabled(true);
Vector3f modelForwardDir = playerNode.getWorldRotation().mult(Vector3f.UNIT_Z);
Vector3f modelLeftDir = playerNode.getWorldRotation().mult(Vector3f.UNIT_X);
walkDir.set(0, 0, 0);
if (forward) {
walkDir.addLocal(modelForwardDir.mult(moveSpeed));
} else if (backward) {
walkDir.addLocal(modelForwardDir.mult(moveSpeed).
negate());
} else if (strafeLeft) {
walkDir.addLocal(modelLeftDir.mult(moveSpeed));
} else if (strafeRight) {
walkDir.addLocal(modelLeftDir.mult(moveSpeed).negate());
}
player.setWalkDirection(walkDir); // walk
if (rotateLeft) {
Quaternion rotateL = new Quaternion().
fromAngleAxis(FastMath.PI * tpf, Vector3f.UNIT_Y);
rotateL.multLocal(viewDir);
} else if (rotateRight) {
Quaternion rotateR = new Quaternion().
fromAngleAxis(-FastMath.PI * tpf, Vector3f.UNIT_Y);
rotateR.multLocal(viewDir);
}
player.setViewDirection(viewDir); // turn
}
}
Can you try something like the methods from an example:
private BulletAppState bulletAppState;
private Node gameLevel;
private PhysicsCharacter player;
private Vector3f walkDirection = new Vector3f();
private boolean left=false,right=false,up=false,down=false;
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
walkDirection.set(0,0,0);
if(left)
walkDirection.addLocal(camLeft);
if(right)
walkDirection.addLocal(camLeft.negate());
if(up)
walkDirection.addLocal(camDir);
if(down)
walkDirection.addLocal(camDir.negate());
player.setWalkDirection(walkDirection);
cam.setLocation(player.getPhysicsLocation());
}
private void setupKeys() {
inputManager.addMapping("Lefts", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Rights", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Ups", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Downs", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Space", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this,"Lefts");
inputManager.addListener(this,"Rights");
inputManager.addListener(this,"Ups");
inputManager.addListener(this,"Downs");
inputManager.addListener(this,"Space");
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Lefts")) {
if(value)
left=true;
else
left=false;
} else if (binding.equals("Rights")) {
if(value)
right=true;
else
right=false;
} else if (binding.equals("Ups")) {
if(value)
up=true;
else
up=false;
} else if (binding.equals("Downs")) {
if(value)
down=true;
else
down=false;
} else if (binding.equals("Space")) {
player.jump();
}
}
I have a scene2d stage which should display buttons and a touchpad however it doesn't. it just shows a black screen. This is what I'm doing:
skins.json
{
"com.badlogic.gdx.scenes.scene2d.ui.ImageButton$ImageButtonStyle": {
"buttonA": { "down": "buttonA", "up": "buttonA" },
"buttonB": { "down": "buttonB", "up": "buttonB" },
"buttonX": { "down": "buttonX", "up": "buttonX" },
"buttonY": { "down": "buttonY", "up": "buttonY" },
},
"com.badlogic.gdx.scenes.scene2d.ui.Touchpad$TouchpadStyle": {
"touchpad": {"background": "touchpadBG", "knob": "touchpadKnob"}
}
}
controller.java
package com.letigames.ananse.ui;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton.ImageButtonStyle;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad.TouchpadStyle;
import com.letigames.ananse.entity.Player;
import com.letigames.ananse.entity.util.Position;
import com.letigames.ananse.entity.util.Size;
import com.letigames.ananse.entity.util.TouchpadDirectional;
import com.letigames.ananse.weaponsSystem.util.Direction;
public class Controller {
public Controller(Stage stage, Player player,Size size){
this.stage = stage;
this.playerDirectional = new TouchpadDirectional(false, false, false, false);
this.screenSize = size;
this.MapButtons();
this.GenerateAtlas();
this.StyleButtons();
this.PlaceButtons();
this.AddButtonsToStage();
this.AssignActions(player);
System.out.println("* controller setup *");
}
private void MapButtons(){
this.buttonBStagePosition = new Position(this.screenSize.GetWidth() - (Controller.separator + (Controller.separator/4)),
this.screenSize.GetHeight() - (this.screenSize.GetHeight() - (Controller.separator/4)));
this.buttonYStagePosition = new Position(this.screenSize.GetWidth() - ((Controller.separator/4) + Controller.separator),
this.screenSize.GetHeight() - (this.screenSize.GetHeight() - ((Controller.separator/4) + Controller.separator + (Controller.separator/2))));
this.buttonAStagePosition = new Position(this.screenSize.GetWidth() - (((Controller.separator * 2)+ (Controller.separator/4) + (Controller.separator/2))),
this.screenSize.GetHeight() - (this.screenSize.GetHeight() - (Controller.separator/4)));
this.buttonXStagePosition = new Position(this.screenSize.GetWidth() - (((Controller.separator * 2)+ (Controller.separator/4) + (Controller.separator/2))),
this.screenSize.GetHeight() - (this.screenSize.GetHeight() - ((Controller.separator/4) + Controller.separator + (Controller.separator/2))));
this.touchpadStagePosition = new Position((Controller.separator/4), (Controller.separator/4));
this.buttonXRegionPosition = new Position(90, 100);
this.buttonYRegionPosition = new Position(90, 100);
this.buttonARegionPosition= new Position(90, 100);
this.buttonBRegionPosition = new Position(90, 100);
this.touchpadRegionPosition = new Position(90, 50);
System.out.println("* mapped buttons to their positions *");
}
private void GenerateAtlas(){
this.controllerAtlas = new TextureAtlas();
this.controllerTexture = new Texture(Gdx.files.internal("data/fishes.jpeg"));
this.controllerAtlas.addRegion("buttonA", new TextureRegion(this.controllerTexture, this.buttonARegionPosition.GetX(),
this.buttonARegionPosition.GetY(), Controller.size.GetWidth(), Controller.size.GetHeight()));
this.controllerAtlas.addRegion("buttonB", new TextureRegion(this.controllerTexture, this.buttonBRegionPosition.GetX(),
this.buttonBRegionPosition.GetY(), Controller.size.GetWidth(), Controller.size.GetHeight()));
this.controllerAtlas.addRegion("buttonX", new TextureRegion(this.controllerTexture, this.buttonXRegionPosition.GetX(),
this.buttonXRegionPosition.GetY(), Controller.size.GetWidth(), Controller.size.GetHeight()));
this.controllerAtlas.addRegion("buttonY", new TextureRegion(this.controllerTexture, this.buttonYRegionPosition.GetX(),
this.buttonYRegionPosition.GetY(), Controller.size.GetWidth(), Controller.size.GetHeight()));
this.controllerAtlas.addRegion("touchpadBG", new TextureRegion(this.controllerTexture, this.touchpadRegionPosition.GetX(),
this.touchpadRegionPosition.GetY(), (Controller.size.GetWidth() * 2), (Controller.size.GetHeight() * 2)));
this.controllerAtlas.addRegion("touchpadKnob", new TextureRegion(this.controllerTexture, this.touchpadRegionPosition.GetX(),
this.touchpadRegionPosition.GetY(), (Controller.size.GetWidth()/2), (Controller.size.GetHeight()/2)));
System.out.println("* generated texture atlas*");
}
private void StyleButtons(){
this.skin = new Skin(Gdx.files.internal("data/skins.json"), this.controllerAtlas);
ImageButtonStyle buttonAStyle = this.skin.get("buttonA", ImageButtonStyle.class);
ImageButtonStyle buttonBStyle = this.skin.get("buttonB", ImageButtonStyle.class);
ImageButtonStyle buttonXStyle = this.skin.get("buttonX", ImageButtonStyle.class);
ImageButtonStyle buttonYStyle = this.skin.get("buttonY", ImageButtonStyle.class);
this.buttonA = new ImageButton(buttonAStyle);
this.buttonB = new ImageButton(buttonBStyle);
this.buttonX = new ImageButton(buttonXStyle);
this.buttonY = new ImageButton(buttonYStyle);
TouchpadStyle touchpadStyle = this.skin.get("touchpad", TouchpadStyle.class);
this.touchPad = new Touchpad(10f, touchpadStyle);
System.out.println("* styled buttons *");
}
private void PlaceButtons(){
this.buttonA.setX(this.buttonAStagePosition.GetX());
this.buttonB.setX(this.buttonBStagePosition.GetX());
this.buttonX.setX(this.buttonXStagePosition.GetX());
this.buttonY.setX(this.buttonYStagePosition.GetX());
this.touchPad.setX(this.touchpadStagePosition.GetX());
this.buttonA.setY(this.buttonAStagePosition.GetY());
this.buttonB.setY(this.buttonBStagePosition.GetY());
this.buttonX.setY(this.buttonXStagePosition.GetY());
this.buttonY.setY(this.buttonYStagePosition.GetY());
this.touchPad.setY(this.touchpadStagePosition.GetY());
System.out.println("* placed buttons on the stage *");
}
private void AddButtonsToStage(){
this.stage.addActor(this.buttonA);
this.stage.addActor(this.buttonB);
this.stage.addActor(this.buttonX);
this.stage.addActor(this.buttonY);
this.stage.addActor(this.touchPad);
System.out.println("* added buttons to the stage *");
}
private void AssignActions(final Player player){
this.buttonA.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true;}});
this.buttonB.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; }});
this.buttonX.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; }});
this.buttonY.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; }});
System.out.println("* assigned actions *");
}
public void DetermineDirection(){
if(this.touchPad.isTouched()){
boolean moveLeft = false;
boolean moveRight = false;
boolean moveUp = false;
boolean moveDown = false;
float xPercent = this.touchPad.getKnobPercentX();
float yPercent = this.touchPad.getKnobPercentY();
if((xPercent > 0) && (yPercent > 0) && (xPercent > yPercent)){ moveRight = true; }
if((xPercent > 0) && (yPercent < 0) && (xPercent > Math.abs(yPercent))){ moveRight = true; }
if((yPercent > 0) && (xPercent > 0) && (yPercent > xPercent)){ moveUp = true; }
if((yPercent > 0) && (xPercent < 0) && (yPercent > Math.abs(xPercent))){ moveUp = true; }
if((xPercent < 0) && (yPercent > 0) && (Math.abs(xPercent) > yPercent)){ moveLeft = true; }
if((xPercent < 0) && (yPercent < 0) && (Math.abs(xPercent) > Math.abs(yPercent))){ moveLeft = true; }
if((yPercent < 0) && (xPercent > 0) && (Math.abs(yPercent) > xPercent)){ moveDown = true; }
if((yPercent < 0) && (xPercent < 0) && (Math.abs(yPercent) > Math.abs(xPercent))){ moveDown = true; }
this.playerDirectional.SetDirections(moveLeft, moveRight, moveUp, moveDown);
}
else{ this.playerDirectional.SetDirections(Controller.defaultDirectional.moveLeft, Controller.defaultDirectional.moveRight,
Controller.defaultDirectional.moveUp, Controller.defaultDirectional.moveDown); }
}
public void UpdateMove(Player player){
/* D-Pad */
//System.out.println("move left ->" + this.playerDirectional.moveLeft);
//System.out.println("move right ->" + this.playerDirectional.moveRight);
//System.out.println("move up ->" + this.playerDirectional.moveUp);
//System.out.println("move down ->" + this.playerDirectional.moveDown);
if(this.playerDirectional.moveLeft){
if(player.GetCanWalk()) {
if(!player.GetJumped()){ player.Walk(Direction.LEFT); }
if(player.GetJumped() && player.GetWebStringReady()){ player.MoveInAir(Direction.LEFT); }
player.SetIsFacingLeft(true);
}
if(!player.GetWebStringReady() && player.GetJumped()){ player.Swing(Direction.LEFT); player.SetIsFacingLeft(true); }
}
if(this.playerDirectional.moveRight){
if(player.GetCanWalk()) {
if(!player.GetJumped()) { player.Walk(Direction.RIGHT); }
if(player.GetJumped() && player.GetWebStringReady()){ player.MoveInAir(Direction.RIGHT); }
player.SetIsFacingLeft(false);
}
if(!player.GetWebStringReady() && player.GetJumped()){ player.Swing(Direction.RIGHT); player.SetIsFacingLeft(false); }
}
if(this.playerDirectional.moveUp){
if(player.GetStickToWallState()){
player.GetBody().applyLinearImpulse(player.GetCrawlImpulse(),
player.GetBody().getWorldCenter());
player.SetIsFacingDown(false);
}
if(this.buttonA.isPressed() && player.GetWebStringReady() && (!player.GetCanJump())){ player.TryAttachString(true); }
if(!player.GetWebStringReady()){ player.UpdateAttachedString(true); }
}
if(this.playerDirectional.moveDown){
if(player.GetStickToWallState()){
player.GetBody().applyLinearImpulse(player.GetCrawlImpulse().cpy().mul(-1), player.GetBody().getWorldCenter());
player.SetIsFacingDown(true);
}
if(!player.GetWebStringReady()){ player.UpdateAttachedString(false); }
}
/* four buttons */
if(this.buttonB.isPressed()){
if(this.playerDirectional.moveLeft || this.playerDirectional.moveRight){
if(this.playerDirectional.moveLeft){ player.Throw(Direction.LEFT); }
else if(this.playerDirectional.moveLeft){ player.Throw(Direction.RIGHT); }
}
else { player.Throw(Direction.NONE); }
}
if(this.buttonA.isPressed()){
if(player.GetCanJump()){
player.Jump();
player.SetCanJump(false);
}
}
if(this.buttonX.isPressed()){
if(!player.GetWebStringReady()){ player.TryDetachString(true); }
if(player.GetStickToWallState()){ player.DetachFromWall(); }
}
if(this.buttonY.isPressed()){ player.Punch(); }
}
private Touchpad touchPad;
public ImageButton buttonA;
public ImageButton buttonB;
public ImageButton buttonX;
public ImageButton buttonY;
public ImageButton dPadLeft;
public ImageButton dPadRight;
public ImageButton dPadUp;
public ImageButton dPadDown;
private TextureAtlas controllerAtlas;
private Texture controllerTexture;
private Skin skin;
private Size screenSize;
private Stage stage;
private Position buttonARegionPosition;
private Position buttonBRegionPosition;
private Position buttonXRegionPosition;
private Position buttonYRegionPosition;
private Position touchpadRegionPosition;
private Position touchpadStagePosition;
private Position buttonAStagePosition;
private Position buttonBStagePosition;
private Position buttonXStagePosition;
private Position buttonYStagePosition;
public TouchpadDirectional playerDirectional;
private static final int separator = 100;
private static final TouchpadDirectional defaultDirectional = new TouchpadDirectional(false, false, false, false);
private static final Size size = new Size(100, 100); /* set the default size here for all the buttons */
}
Application listener class
package com.letigames.ananse;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.letigames.ananse.entity.util.Size;
import com.letigames.ananse.ui.Controller;
public class Ananse implements ApplicationListener {
#Override
public void create() {
this.screenWidth = Gdx.graphics.getWidth();
this.screenHeight = Gdx.graphics.getHeight();
this.doSleep = true;
this.gravity = new Vector2(0f, -10f);
this.UIStage = new Stage();
//Gdx.input.setInputProcessor(this.UIStage);
this.world = new World(this.gravity, this.doSleep);
this.camera = new OrthographicCamera(this.screenWidth, this.screenHeight);
this.debugRenderer = new Box2DDebugRenderer();
this.level = new Level(this.world);
this.controller = new Controller(this.UIStage, this.level.GetPlayer(), new Size((int)this.screenWidth, (int)this.screenHeight));
this.world.setContactListener(level.GetEntityContactListener());
//batch = new SpriteBatch();
//texture = new Texture(Gdx.files.internal("data/libgdx.png"));
//texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
//TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
//sprite = new Sprite(region);
//sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
//sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
//sprite.setPosition(-sprite.getWidth()/2, -sprite.getHeight()/2);
}
#Override
public void dispose() {
level.DestroyLevel(false);
this.UIStage.dispose();
//batch.dispose();
//texture.dispose();
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
debugRenderer.render(world, camera.combined);
//batch.setProjectionMatrix(camera.combined);
//batch.begin();
//sprite.draw(batch);
//batch.end();
level.UpdateLevel();
world.step(1/20f, 6, 2);
this.controller.DetermineDirection();
this.controller.UpdateMove(this.level.player);
this.camera.position.set(level.GetPlayer().GetBody().getWorldCenter().x, level.GetPlayer().GetBody().getWorldCenter().y, 0);
this.camera.zoom = 0.1f;
this.camera.update();
this.UIStage.act(Gdx.graphics.getDeltaTime());
this.UIStage.draw();
}
#Override
public void resize(int width, int height) { this.UIStage.setViewport(width, height, true); }
#Override
public void pause() {
}
#Override
public void resume() {
}
private OrthographicCamera camera;
private World world;
private Stage UIStage;
private Controller controller;
private Vector2 gravity;
private boolean doSleep;
private float screenWidth;
private float screenHeight;
Box2DDebugRenderer debugRenderer;
//private SpriteBatch batch;
//private Texture texture;
//private Sprite sprite;
private Level level;
}
I'm using LibGDX v 0.9.7. This code worked just fine some days ago, it doesn't anymore for some reason and doesn't generate error messages. The files being referred to in the code are all present: in the data folder within the LibGDX assets folder. Thoughts?
The code I use I just took from an example and it does build a wall to my scene:
/** This loop builds a wall out of individual bricks. */
public void initWall() {
float startpt = brickLength / 4;
float height = 0;
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 6; i++) {
Vector3f vt =
new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 10);
makeBrick(vt);
}
startpt = -startpt;
height += 2 * brickHeight;
}
}
/** This method creates one individual physical brick. */
public void makeBrick(Vector3f loc) {
/** Create a brick geometry and attach to scene graph. */
Geometry brick_geo = new Geometry("brick", box);
brick_geo.setMaterial(wall_mat);
rootNode.attachChild(brick_geo);
/** Position the brick geometry */
brick_geo.setLocalTranslation(loc);
/** Make brick physical with a mass > 0.0f. */
brick_phy = new RigidBodyControl(2f);
/** Add physical brick to physics space. */
brick_geo.addControl(brick_phy);
bulletAppState.getPhysicsSpace().add(brick_phy);
}
Now I wonder if I should use this code to build up an entire labyrinth / dungeon or if this is best modelled outside the program eg. in blender instead like a .scene and then read into the program? The entire program is
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.TextureKey;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl brick_phy;
private static final Box box;
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for bricks and wall */
private static final float brickLength = 0.48f;
private static final float brickWidth = 0.24f;
private static final float brickHeight = 0.12f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.4f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/** Initialize the brick geometry */
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/** Initialize the floor geometry */
floor = new Box(Vector3f.ZERO, 100f, 0.1f, 50f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
}
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Dungeon World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a dungeon. The horrible shrieks of the undead chill your bones.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
//prepareBullet();
//prepareEffect();
createLight();
//createSky();
initMaterials();
initFloor();
initWall();
//createTerrain();
//createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
/** This loop builds a wall out of individual bricks. */
public void initWall() {
float startpt = brickLength / 4;
float height = 0;
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 6; i++) {
Vector3f vt =
new Vector3f(i * brickLength * 2 + startpt, brickHeight + height, 10);
makeBrick(vt);
}
startpt = -startpt;
height += 2 * brickHeight;
}
}
/** This method creates one individual physical brick. */
public void makeBrick(Vector3f loc) {
/** Create a brick geometry and attach to scene graph. */
Geometry brick_geo = new Geometry("brick", box);
brick_geo.setMaterial(wall_mat);
rootNode.attachChild(brick_geo);
/** Position the brick geometry */
brick_geo.setLocalTranslation(loc);
/** Make brick physical with a mass > 0.0f. */
brick_phy = new RigidBodyControl(2f);
/** Add physical brick to physics space. */
brick_geo.addControl(brick_phy);
bulletAppState.getPhysicsSpace().add(brick_phy);
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture("ColorMap", tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain2() {
matRock = new Material(assetManager,
"Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap",
assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager
.loadTexture("Textures/Terrain/splat/mountains512.png");
Texture grass = assetManager
.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager
.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager
.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager
.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager
.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager
.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(),
0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createTerrain() {
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
//sceneModel = assetManager.loadModel("Scenes/ManyLights/Main.scene");
sceneModel.setLocalScale(2f);
//initFloor();
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
rootNode.attachChild(sceneModel);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(0.0f, 0.0f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, -0.05f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey);
man.setLocalTranslation(new Vector3f(-10, 4.5f, -10));
man.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
// shootingChannel = animationControl.createChannel();
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
In your example you have about 100+ bricks - just imagine how many of them you'll need for full dungeon and how it will kill your physics performance :). It's almost impossible do create playable game with this approach.
You should create some static mesh and divide it into corridors, rooms, etc. so you could draw only visible part of your level. If you really want to create destructible environment you should still use static mesh and dynamically replace parts of it with the bricks when the wall should be destroyed.
My 3rd person floats in the air and the camera should zoom out:
This is the program
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
prepareBullet();
prepareEffect();
createLight();
createSky();
createTerrain();
createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain() {
matRock = new Material(assetManager,
"Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap",
assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager
.loadTexture("Textures/Terrain/splat/mountains512.png");
Texture grass = assetManager
.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager
.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager
.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager
.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager
.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager
.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(),
0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
//ninja.setViewDirection( new Vector3f( 1, 0, 1 ) );
//model.rotate(0.0f, -3.0f, 0.0f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-140f, 9.9f, -9f));
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
//BlenderKey blenderKey = new BlenderKey(
// "objects/creatures/alien/alien.mesh.xml");
//Node alien = (Node) assetManager.loadModel(blenderKey);
//alien.setLocalTranslation(new Vector3f(-145, 21, -10));
//rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey(
"objects/creatures/minotaur/minotaur.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 15, -10));
rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
//shootingChannel = animationControl.createChannel();
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
//shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
I want the green person to stay on the ground but I can't seem to change the physicslocation to appropriate. Do you have any idea? I took this program and just switched the character from oto to ninja:
http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/bullet/TestWalkingChar.java
Do you have any idea how I can make the camera zoom out so that the whole green person is displayed and change the location of the green person so that he is on the ground?
I've noticed that I can change the location of the main char with this
character.setPhysicsLocation(new Vector3f(-140f, 9.9f, -9f));
but when I put in lower y coordinates the main char drops through the ground and then floats way up in the sky like he ended up on the top of everything when he went through the ground. I could run the example with Oto perfectly, it's changing the main char to ninja that doesn't work for me.
Update
When using setlocaltranslationinstead of setphysicallocationmy main char gets located in the air:
Update 2
After scaling the main char:
model.scale(0.25f);
as suggested in the answer, the rendering is much better:
Update 2
After some more manipulation, it looks more like the way I want:
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
model.setLocalScale(0.15f);
// ninja.setViewDirection( new Vector3f( 1, 0, 1 ) );
// model.rotate(0.0f, -3.0f, 0.0f);
float scale = 0.25f;
model.scale(scale, scale, scale);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(-141f, 10.5f, -9f));
model.setShadowMode(ShadowMode.CastAndReceive);
// model.setLocalTranslation(0, 50, 0);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
// BlenderKey blenderKey = new BlenderKey(
// "objects/creatures/alien/alien.mesh.xml");
// Node alien = (Node) assetManager.loadModel(blenderKey);
// alien.setLocalTranslation(new Vector3f(-145, 21, -10));
// rootNode.attachChild(alien);
BlenderKey blenderKey2 = new BlenderKey("Models/Oto/Oto.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey2);
man.setLocalTranslation(new Vector3f(-140, 10, -10));
// man.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(man);
}
I suspect there are 3 things that could make your character appear to be hovering:
Your character is hovering. In this case you'd want to use character.setLocalTranslation(0, -20, 0) to adjust where your character is located (may have to adjust the -20 to some other negative number)
Your character's scale is too big compared to the ground's scale (it sounds like this is a problem you want to fix anyways). To fix this, you'd want to use character.scale(.25) (where the .25 can be adjusted to whatever number works for you
You don't have shadows on the ground. This really links your character to the ground and gives the feeling that they're connected in some way. For this, you'll probably want to use object.setShadowMode(RenderQueue.ShadowMode.Receive) for all your terrain objects, and character.setShadowMode(RenderQueue.ShadowMode.CastAndReceive) on your character object.
The JMonkeyEngine javadoc's are pretty good - If you haven't already I would suggest looking there to help figure out what you're capable of doing with your engine. http://jmonkeyengine.org/javadoc/index.html
I'm making a simple 3D scene with a character and a floor but the character is hovering, or falling through the scene if I put the y coordinate to a negative.
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, -0.15f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
}
The above code makes the character fall through the scene. Changing it just a little bit to this makes the character hover:
character.setPhysicsLocation(new Vector3f(0, -0.09f, 0));
If you want to inspect all of the code it's here
package adventure;
import java.applet.Applet;
import com.jme3.math.Quaternion;
import com.jme3.math.FastMath;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import com.jme3.material.RenderState.FaceCullMode;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.TextureKey;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.PhysicsCollisionEvent;
import com.jme3.bullet.collision.PhysicsCollisionListener;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.collision.shapes.SphereCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh.Type;
import com.jme3.effect.shapes.EmitterSphereShape;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;
import com.jme3.scene.shape.Sphere.TextureMode;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.util.SkyFactory;
public class MountainWorld extends SimpleApplication implements ActionListener,
PhysicsCollisionListener, AnimEventListener, Playable {
/** Prepare Materials */
Material wall_mat;
Material stone_mat;
Material floor_mat;
/** Prepare geometries and physical nodes for bricks and cannon balls. */
private RigidBodyControl brick_phy;
private static final Box box;
private RigidBodyControl ball_phy;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;
/** dimensions used for bricks and wall */
private static final float brickLength = 0.48f;
private static final float brickWidth = 0.24f;
private static final float brickHeight = 0.12f;
static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.4f, true, false);
sphere.setTextureMode(TextureMode.Projected);
/** Initialize the brick geometry */
box = new Box(Vector3f.ZERO, brickLength, brickHeight, brickWidth);
box.scaleTextureCoordinates(new Vector2f(1f, .5f));
/** Initialize the floor geometry */
floor = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);
floor.scaleTextureCoordinates(new Vector2f(3, 6));
}
private static World world;
private static Person person;
private static Player dplayer;
private static TextArea textarea;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
CharacterControl character;
Node model;
// temp vectors
Vector3f walkDirection = new Vector3f();
// terrain
TerrainQuad terrain;
RigidBodyControl terrainPhysicsNode;
// Materials
Material matRock;
Material matBullet;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
boolean left = false, right = false, up = false, down = false;
ChaseCamera chaseCam;
// bullet
Sphere bullet;
SphereCollisionShape bulletCollisionShape;
// explosion
ParticleEmitter effect;
// brick wall
Box brick;
float bLength = 0.8f;
float bWidth = 0.4f;
float bHeight = 0.4f;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
MountainWorld canvasApplication = new MountainWorld();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Mountain World");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
world = new DungeonWorld(canvasApplication);
person = new Person(world, "You", null);
dplayer = new Player(world, person);
Commands commands = new Commands(person);
textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a mountain. The trolls live here.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
#Override
public void simpleInitApp() {
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
setupKeys();
//prepareBullet();
//prepareEffect();
createLight();
//createSky();
initMaterials();
initFloor();
//createTerrain();
//createWall();
createCharacters();
setupChaseCamera();
setupAnimationController();
setupFilter();
}
/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}
/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key = new TextureKey("Textures/Terrain/BrickWall/BrickWall.jpg");
key.setGenerateMips(true);
Texture tex = assetManager.loadTexture(key);
wall_mat.setTexture("ColorMap", tex);
stone_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key2 = new TextureKey("Textures/Terrain/Rock/Rock.PNG");
key2.setGenerateMips(true);
Texture tex2 = assetManager.loadTexture(key2);
stone_mat.setTexture("ColorMap", tex2);
floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
TextureKey key3 = new TextureKey("Textures/Terrain/Pond/Pond.jpg");
key3.setGenerateMips(true);
Texture tex3 = assetManager.loadTexture(key3);
tex3.setWrap(WrapMode.Repeat);
floor_mat.setTexture("ColorMap", tex3);
}
private void setupFilter() {
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
}
private PhysicsSpace getPhysicsSpace() {
return bulletAppState.getPhysicsSpace();
}
private void setupKeys() {
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("CharSpace",
new KeyTrigger(KeyInput.KEY_RETURN));
inputManager
.addMapping("CharShoot", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
}
private void createWall() {
float xOff = -144;
float zOff = -40;
float startpt = bLength / 4 - xOff;
float height = 6.1f;
brick = new Box(Vector3f.ZERO, bLength, bHeight, bWidth);
brick.scaleTextureCoordinates(new Vector2f(1f, .5f));
for (int j = 0; j < 15; j++) {
for (int i = 0; i < 4; i++) {
Vector3f vt = new Vector3f(i * bLength * 2 + startpt, bHeight
+ height, zOff);
addBrick(vt);
}
startpt = -startpt;
height += 1.01f * bHeight;
}
}
private void addBrick(Vector3f ori) {
Geometry reBoxg = new Geometry("brick", brick);
reBoxg.setMaterial(matBullet);
reBoxg.setLocalTranslation(ori);
reBoxg.addControl(new RigidBodyControl(1.5f));
reBoxg.setShadowMode(ShadowMode.CastAndReceive);
this.rootNode.attachChild(reBoxg);
this.getPhysicsSpace().add(reBoxg);
}
private void prepareBullet() {
bullet = new Sphere(32, 32, 0.4f, true, false);
bullet.setTextureMode(TextureMode.Projected);
bulletCollisionShape = new SphereCollisionShape(0.4f);
matBullet = new Material(getAssetManager(),
"Common/MatDefs/Misc/Unshaded.j3md");
matBullet.setColor("Color", ColorRGBA.Green);
// matBullet.setColor("m_GlowColor", ColorRGBA.Green);
getPhysicsSpace().addCollisionListener(this);
}
private void prepareEffect() {
int COUNT_FACTOR = 1;
float COUNT_FACTOR_F = 1f;
effect = new ParticleEmitter("Flame", Type.Triangle, 32 * COUNT_FACTOR);
effect.setSelectRandomImage(true);
effect.setStartColor(new ColorRGBA(1f, 0.4f, 0.05f,
(float) (1f / COUNT_FACTOR_F)));
effect.setEndColor(new ColorRGBA(.4f, .22f, .12f, 0f));
effect.setStartSize(1.3f);
effect.setEndSize(2f);
effect.setShape(new EmitterSphereShape(Vector3f.ZERO, 1f));
effect.setParticlesPerSec(0);
effect.setGravity(0, -5, 0);
effect.setLowLife(.4f);
effect.setHighLife(.5f);
effect.setInitialVelocity(new Vector3f(0, 7, 0));
effect.setVelocityVariation(1f);
effect.setImagesX(2);
effect.setImagesY(2);
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Particle.j3md");
mat.setTexture("Texture",
assetManager.loadTexture("Effects/Explosion/flame.png"));
effect.setMaterial(mat);
// effect.setLocalScale(100);
rootNode.attachChild(effect);
}
private void createLight() {
Vector3f direction = new Vector3f(-0.1f, -0.7f, -1).normalizeLocal();
DirectionalLight dl = new DirectionalLight();
dl.setDirection(direction);
dl.setColor(new ColorRGBA(1f, 1f, 1f, 1.0f));
rootNode.addLight(dl);
}
private void createSky() {
rootNode.attachChild(SkyFactory.createSky(assetManager,
"Textures/Sky/Bright/BrightSky.dds", false));
}
private void createTerrain2() {
matRock = new Material(assetManager,
"Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap",
assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager
.loadTexture("Textures/Terrain/splat/mountains512.png");
Texture grass = assetManager
.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager
.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager
.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager
.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager
.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager
.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(),
0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
TerrainLodControl control = new TerrainLodControl(terrain, cameras);
terrain.addControl(control);
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(2, 2, 2));
terrainPhysicsNode = new RigidBodyControl(
CollisionShapeFactory.createMeshShape(terrain), 0);
terrain.addControl(terrainPhysicsNode);
rootNode.attachChild(terrain);
getPhysicsSpace().add(terrainPhysicsNode);
}
private void createTerrain() {
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
//sceneModel = assetManager.loadModel("Scenes/ManyLights/Main.scene");
sceneModel.setLocalScale(2f);
//initFloor();
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
rootNode.attachChild(sceneModel);
}
private void createCharacters() {
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
character = new CharacterControl(capsule, 0.01f);
model = (Node) assetManager.loadModel("Models/Ninja/Ninja.mesh.xml");
float scale = 0.25f;
model.scale(0.05f, 0.05f, 0.05f);
model.addControl(character);
character.setPhysicsLocation(new Vector3f(0, -0.09f, 0));
model.setShadowMode(ShadowMode.CastAndReceive);
character.setViewDirection(new Vector3f(1, 0, 0));
rootNode.attachChild(model);
getPhysicsSpace().add(character);
//BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
//Spatial man = (Spatial) assetManager.loadModel(blenderKey);
//man.setLocalTranslation(new Vector3f(-140, 12.5f, -10));
// man.setShadowMode(ShadowMode.CastAndReceive);
//rootNode.attachChild(man);
}
private void setupChaseCamera() {
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, model, inputManager);
}
private void setupAnimationController() {
animationControl = model.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
// shootingChannel = animationControl.createChannel();
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "uparm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "arm.right"));
// shootingChannel.addBone(animationControl.getSkeleton().getBone(
// "hand.right"));
}
#Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.1f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.1f);
camDir.y = 0;
camLeft.y = 0;
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
if (!character.onGround()) {
airTime = airTime + tpf;
} else {
airTime = 0;
}
if (walkDirection.length() == 0) {
if (!"Idle1".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle1", 1f);
}
} else {
character.setViewDirection(walkDirection);
if (airTime > .3f) {
if (!"stand".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("stand");
}
} else if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
character.setWalkDirection(walkDirection);
}
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("CharLeft")) {
if (value) {
left = true;
} else {
left = false;
}
} else if (binding.equals("CharRight")) {
if (value) {
right = true;
} else {
right = false;
}
} else if (binding.equals("CharUp")) {
if (value) {
up = true;
} else {
up = false;
}
} else if (binding.equals("CharDown")) {
if (value) {
down = true;
} else {
down = false;
}
} else if (binding.equals("CharSpace")) {
character.jump();
} else if (binding.equals("CharShoot") && !value) {
bulletControl();
}
}
private void bulletControl() {
shootingChannel.setAnim("Dodge", 0.1f);
shootingChannel.setLoopMode(LoopMode.DontLoop);
Geometry bulletg = new Geometry("bullet", bullet);
bulletg.setMaterial(matBullet);
bulletg.setShadowMode(ShadowMode.CastAndReceive);
bulletg.setLocalTranslation(character.getPhysicsLocation().add(
cam.getDirection().mult(5)));
RigidBodyControl bulletControl = new BombControl(bulletCollisionShape,
1);
bulletControl.setCcdMotionThreshold(0.1f);
bulletControl.setLinearVelocity(cam.getDirection().mult(80));
bulletg.addControl(bulletControl);
rootNode.attachChild(bulletg);
getPhysicsSpace().add(bulletControl);
}
public void collision(PhysicsCollisionEvent event) {
if (event.getObjectA() instanceof BombControl) {
final Spatial node = event.getNodeA();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
} else if (event.getObjectB() instanceof BombControl) {
final Spatial node = event.getNodeB();
effect.killAllParticles();
effect.setLocalTranslation(node.getLocalTranslation());
effect.emitAllParticles();
}
}
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName) {
if (channel == shootingChannel) {
channel.setAnim("stand");
}
}
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName) {
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
return null;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
It appears this is due to this line of code:
CapsuleCollisionShape capsule = new CapsuleCollisionShape(3f, 4f);
and then you are scaling down the model. I dont know what the values passed in are, but i suppose one is a radius and the other one is a height, try moving down that 3f and that 4f to something lower, like 1.0f and 2.0f.
It seems the collision detection is pushing your character upwards because its collision shape is a capsule, which is of a different size than the model, and the model is placed in the middle of the capsule.