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