Implement PlayerShootControl, PlayerMouseControl and WeaponProjectileControl
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33c425c368
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1
ShootingTest/MANIFEST.MF
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1
ShootingTest/MANIFEST.MF
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X-Comment: Created with jMonkeyPlatform
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76
ShootingTest/build.xml
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76
ShootingTest/build.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<!-- You may freely edit this file. See commented blocks below for -->
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||||
<!-- some examples of how to customize the build. -->
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||||
<!-- (If you delete it and reopen the project it will be recreated.) -->
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||||
<!-- By default, only the Clean and Build commands use this build script. -->
|
||||
<!-- Commands such as Run, Debug, and Test only use this build script if -->
|
||||
<!-- the Compile on Save feature is turned off for the project. -->
|
||||
<!-- You can turn off the Compile on Save (or Deploy on Save) setting -->
|
||||
<!-- in the project's Project Properties dialog box.-->
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<project name="BasicGameTemplate" default="default" basedir=".">
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<description>Builds, tests, and runs the project BasicGameTemplate.</description>
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<import file="nbproject/build-impl.xml"/>
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||||
|
||||
<!--
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||||
|
||||
There exist several targets which are by default empty and which can be
|
||||
used for execution of your tasks. These targets are usually executed
|
||||
before and after some main targets. They are:
|
||||
|
||||
-pre-init: called before initialization of project properties
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-post-init: called after initialization of project properties
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||||
-pre-compile: called before javac compilation
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||||
-post-compile: called after javac compilation
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||||
-pre-compile-single: called before javac compilation of single file
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-post-compile-single: called after javac compilation of single file
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||||
-pre-compile-test: called before javac compilation of JUnit tests
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-post-compile-test: called after javac compilation of JUnit tests
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-pre-compile-test-single: called before javac compilation of single JUnit test
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||||
-post-compile-test-single: called after javac compilation of single JUunit test
|
||||
-pre-jar: called before JAR building
|
||||
-post-jar: called after JAR building
|
||||
-post-clean: called after cleaning build products
|
||||
|
||||
(Targets beginning with '-' are not intended to be called on their own.)
|
||||
|
||||
Example of inserting an obfuscator after compilation could look like this:
|
||||
|
||||
<target name="-post-compile">
|
||||
<obfuscate>
|
||||
<fileset dir="${build.classes.dir}"/>
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||||
</obfuscate>
|
||||
</target>
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||||
|
||||
For list of available properties check the imported
|
||||
nbproject/build-impl.xml file.
|
||||
|
||||
|
||||
Another way to customize the build is by overriding existing main targets.
|
||||
The targets of interest are:
|
||||
|
||||
-init-macrodef-javac: defines macro for javac compilation
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||||
-init-macrodef-junit: defines macro for junit execution
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||||
-init-macrodef-debug: defines macro for class debugging
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-init-macrodef-java: defines macro for class execution
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||||
-do-jar-with-manifest: JAR building (if you are using a manifest)
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-do-jar-without-manifest: JAR building (if you are not using a manifest)
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run: execution of project
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-javadoc-build: Javadoc generation
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test-report: JUnit report generation
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||||
|
||||
An example of overriding the target for project execution could look like this:
|
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<target name="run" depends="BasicGameTemplate-impl.jar">
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<exec dir="bin" executable="launcher.exe">
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<arg file="${dist.jar}"/>
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</exec>
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</target>
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|
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Notice that the overridden target depends on the jar target and not only on
|
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the compile target as the regular run target does. Again, for a list of available
|
||||
properties which you can use, check the target you are overriding in the
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nbproject/build-impl.xml file.
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-->
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</project>
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22
ShootingTest/master-application.jnlp
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22
ShootingTest/master-application.jnlp
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<jnlp spec="1.0+" codebase="${jnlp.codebase}" href="launch.jnlp">
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<information>
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<title>${APPLICATION.TITLE}</title>
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<vendor>${APPLICATION.VENDOR}</vendor>
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<homepage href="${APPLICATION.HOMEPAGE}"/>
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<description>${APPLICATION.DESC}</description>
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<description kind="short">${APPLICATION.DESC.SHORT}</description>
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<!--${JNLP.ICONS}-->
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<!--${JNLP.OFFLINE.ALLOWED}-->
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</information>
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<!--${JNLP.SECURITY}-->
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<resources>
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<!--${JNLP.RESOURCES.RUNTIME}-->
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<!--${JNLP.RESOURCES.MAIN.JAR}-->
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<!--${JNLP.RESOURCES.JARS}-->
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<jar href='lib/assets.jar'/>
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<!--${JNLP.RESOURCES.EXTENSIONS}-->
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</resources>
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<application-desc main-class="${jnlp.main.class}">
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<!--${JNLP.APPLICATION.ARGS}-->
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</application-desc>
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</jnlp>
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15
ShootingTest/nbproject/assets-impl.xml
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ShootingTest/nbproject/assets-impl.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<!--assets-impl.xml v1.0-->
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<project name="assets-impl" basedir="..">
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<target name="-init-assets">
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<jar jarfile="${build.dir}/${assets.jar.name}" excludes="${assets.excludes}" basedir="${assets.folder.name}" compress="${assets.compress}"/>
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<property location="${assets.folder.name}" name="assets.dir.resolved"/>
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<property location="${build.dir}/${assets.jar.name}" name="assets.jar.resolved"/>
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<property location="${build.classes.dir}" name="build.classes.dir.resolved"/>
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<pathconvert property="run.classpath.without.build.classes.dir">
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<path path="${run.classpath}"/>
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<map from="${build.classes.dir.resolved}" to=""/>
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<map from="${assets.dir.resolved}" to="${assets.jar.resolved}"/>
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</pathconvert>
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</target>
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</project>
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1382
ShootingTest/nbproject/build-impl.xml
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1382
ShootingTest/nbproject/build-impl.xml
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File diff suppressed because it is too large
Load Diff
8
ShootingTest/nbproject/genfiles.properties
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8
ShootingTest/nbproject/genfiles.properties
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build.xml.data.CRC32=94bf7c61
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build.xml.script.CRC32=79a29eb7
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build.xml.stylesheet.CRC32=958a1d3e@1.32.1.45
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# This file is used by a NetBeans-based IDE to track changes in generated files such as build-impl.xml.
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# Do not edit this file. You may delete it but then the IDE will never regenerate such files for you.
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nbproject/build-impl.xml.data.CRC32=99ad4fd9
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nbproject/build-impl.xml.script.CRC32=ed28b3b3
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nbproject/build-impl.xml.stylesheet.CRC32=6ddba6b6@1.53.1.46
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76
ShootingTest/nbproject/project.properties
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76
ShootingTest/nbproject/project.properties
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application.title=MyGame
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application.vendor=MyCompany
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assets.jar.name=assets.jar
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assets.excludes=**/*.j3odata,**/*.mesh\.xml,**/*.skeleton\.xml,**/*.scene,**/*.material,**/*.obj,**/*.mtl,**/*.blend
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assets.folder.name=assets
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assets.compress=true
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build.classes.dir=${build.dir}/classes
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build.classes.excludes=**/*.java,**/*.form
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# This directory is removed when the project is cleaned:
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build.dir=build
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build.generated.dir=${build.dir}/generated
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build.generated.sources.dir=${build.dir}/generated-sources
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# Only compile against the classpath explicitly listed here:
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build.sysclasspath=ignore
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build.test.classes.dir=${build.dir}/test/classes
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build.test.results.dir=${build.dir}/test/results
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compile.on.save=true
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# Uncomment to specify the preferred debugger connection transport:
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#debug.transport=dt_socket
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debug.classpath=\
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${run.classpath}
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debug.test.classpath=\
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${run.test.classpath}
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# This directory is removed when the project is cleaned:
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dist.dir=dist
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dist.jar=${dist.dir}/${application.title}.jar
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dist.javadoc.dir=${dist.dir}/javadoc
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endorsed.classpath=
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excludes=
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includes=**
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jar.compress=false
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javac.classpath=\
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${libs.jme3.classpath}:\
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${libs.jme3-libraries.classpath}
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# Space-separated list of extra javac options
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javac.compilerargs=
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javac.deprecation=false
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javac.source=1.5
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javac.target=1.5
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javac.test.classpath=\
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${javac.classpath}:\
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${build.classes.dir}
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javadoc.additionalparam=
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javadoc.author=false
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javadoc.encoding=${source.encoding}
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javadoc.noindex=false
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javadoc.nonavbar=false
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javadoc.notree=false
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javadoc.private=false
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javadoc.splitindex=true
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javadoc.use=true
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javadoc.version=false
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javadoc.windowtitle=
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jaxbwiz.endorsed.dirs="${netbeans.home}/../ide12/modules/ext/jaxb/api"
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jnlp.codebase.type=local
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jnlp.descriptor=application
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jnlp.enabled=false
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jnlp.offline-allowed=false
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jnlp.signed=false
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main.class=mygame.Main
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meta.inf.dir=${src.dir}/META-INF
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manifest.file=MANIFEST.MF
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platform.active=default_platform
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run.classpath=\
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${javac.classpath}:\
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${build.classes.dir}:\
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${assets.folder.name}
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# Space-separated list of JVM arguments used when running the project
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# (you may also define separate properties like run-sys-prop.name=value instead of -Dname=value
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# or test-sys-prop.name=value to set system properties for unit tests):
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run.jvmargs=
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run.test.classpath=\
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${javac.test.classpath}:\
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${build.test.classes.dir}
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source.encoding=UTF-8
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src.dir=src
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18
ShootingTest/nbproject/project.xml
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18
ShootingTest/nbproject/project.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project xmlns="http://www.netbeans.org/ns/project/1">
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<type>org.netbeans.modules.java.j2seproject</type>
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<configuration>
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<buildExtensions xmlns="http://www.netbeans.org/ns/ant-build-extender/1">
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<extension file="assets-impl.xml" id="assets">
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<dependency dependsOn="-init-assets" target="-do-init"/>
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</extension>
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</buildExtensions>
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<data xmlns="http://www.netbeans.org/ns/j2se-project/3">
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<name>ShootingTest</name>
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<source-roots>
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<root id="src.dir"/>
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</source-roots>
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<test-roots/>
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</data>
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</configuration>
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</project>
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62
ShootingTest/src/mygame/Main.java
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62
ShootingTest/src/mygame/Main.java
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package mygame;
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import com.jme3.app.DebugKeysAppState;
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import com.jme3.app.SimpleApplication;
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import com.jme3.app.StatsAppState;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.shape.Box;
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/**
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* @author Snowsun
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*/
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public class Main extends SimpleApplication {
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private Spatial player;
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private PlayerMouseControl playerMouseControl;
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private PlayerShootControl playerShootControl;
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private WeaponProjectileControl weaponProjectileControl;
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public Main() {
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super(new StatsAppState(), new DebugKeysAppState());
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}
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public static void main(String[] args) {
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Main app = new Main();
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app.start();
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}
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@Override
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public void simpleInitApp() {
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Box b = new Box(Vector3f.ZERO, 1, 1, 1);
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player = new Geometry("Player",b);
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Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
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mat.setColor("Color", ColorRGBA.Blue);
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player.setMaterial(mat);
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inputManager.setCursorVisible(false);
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playerMouseControl = new PlayerMouseControl(inputManager,cam);
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player.addControl(playerMouseControl);
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playerMouseControl.setSpeed(2);
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playerShootControl = new PlayerShootControl(inputManager);
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player.addControl(playerShootControl);
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weaponProjectileControl = new WeaponProjectileControl(assetManager, rootNode, inputManager);
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player.addControl(weaponProjectileControl);
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rootNode.attachChild(player);
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}
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@Override
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public void simpleUpdate(float tpf) {
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}
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@Override
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public void simpleRender(RenderManager rm) {
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}
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}
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120
ShootingTest/src/mygame/PlayerMouseControl.java
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120
ShootingTest/src/mygame/PlayerMouseControl.java
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package mygame;
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import com.jme3.input.InputManager;
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import com.jme3.input.KeyInput;
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import com.jme3.input.MouseInput;
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import com.jme3.input.controls.AnalogListener;
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import com.jme3.input.controls.KeyTrigger;
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import com.jme3.input.controls.MouseAxisTrigger;
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import com.jme3.math.Matrix3f;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.Camera;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.control.AbstractControl;
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import com.jme3.scene.control.Control;
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/**
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*
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* @author Snowsun
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*/
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public class PlayerMouseControl extends AbstractControl implements AnalogListener {
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private float speed;
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private InputManager inputManager;
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private Camera cam;
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private Vector3f initialUpVec;
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public PlayerMouseControl(InputManager inputManager, Camera cam) {
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this.inputManager = inputManager;
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this.cam = cam;
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initMappings();
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}
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@Override
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public void setSpatial(Spatial spatial) {
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super.setSpatial(spatial);
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initialUpVec = spatial.getLocalRotation().getRotationColumn(1).clone();
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}
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@Override
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protected void controlUpdate(float tpf) {
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}
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@Override
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protected void controlRender(RenderManager rm, ViewPort vp) {
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}
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public Control cloneForSpatial(Spatial spatial) {
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PlayerMouseControl control = new PlayerMouseControl(inputManager,cam);
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spatial.addControl(control);
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return control;
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}
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public void setSpeed(float speed) {
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this.speed = speed;
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}
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public float getSpeed() {
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return speed;
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}
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public void onAnalog(String name, float value, float tpf) {
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if (name.equals("PLAYER_Left")) {
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rotateCamera(value, initialUpVec);
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} else if (name.equals("PLAYER_Right")) {
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rotateCamera(-value, initialUpVec);
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} else if (name.equals("PLAYER_Up")) {
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rotateCamera(-value, spatial.getLocalRotation().getRotationColumn(0));
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} else if (name.equals("PLAYER_Down")) {
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rotateCamera(value, spatial.getLocalRotation().getRotationColumn(0));
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}
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}
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private void initMappings() {
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inputManager.addMapping("PLAYER_Left", new MouseAxisTrigger(MouseInput.AXIS_X, true),
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new KeyTrigger(KeyInput.KEY_LEFT));
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inputManager.addMapping("PLAYER_Right", new MouseAxisTrigger(MouseInput.AXIS_X, false),
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new KeyTrigger(KeyInput.KEY_RIGHT));
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inputManager.addMapping("PLAYER_Up", new MouseAxisTrigger(MouseInput.AXIS_Y, false),
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new KeyTrigger(KeyInput.KEY_UP));
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inputManager.addMapping("PLAYER_Down", new MouseAxisTrigger(MouseInput.AXIS_Y, true),
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new KeyTrigger(KeyInput.KEY_DOWN));
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inputManager.addListener(this, new String[]{"PLAYER_Left","PLAYER_Right","PLAYER_Up","PLAYER_Down"});
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}
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private void rotateCamera(float value, Vector3f axis) {
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Matrix3f mat = new Matrix3f();
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mat.fromAngleNormalAxis(speed * value, axis);
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Vector3f up = spatial.getLocalRotation().getRotationColumn(1);
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Vector3f left = spatial.getLocalRotation().getRotationColumn(0);
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Vector3f dir = spatial.getLocalRotation().getRotationColumn(2);
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mat.mult(up, up);
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mat.mult(left, left);
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mat.mult(dir, dir);
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Quaternion q = new Quaternion();
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q.fromAxes(left, up, dir);
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q.normalizeLocal();
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float[] angles = q.toAngles(null);
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if (angles[0] < -1.4f) {
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angles[0] = -1.4f;
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spatial.setLocalRotation(new Quaternion(angles));
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} else if (angles[0] > 1.4f) {
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angles[0] = 1.4f;
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spatial.setLocalRotation(new Quaternion(angles));
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} else {
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spatial.setLocalRotation(q);
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}
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}
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}
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74
ShootingTest/src/mygame/PlayerShootControl.java
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74
ShootingTest/src/mygame/PlayerShootControl.java
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package mygame;
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import com.jme3.input.InputManager;
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import com.jme3.input.KeyInput;
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import com.jme3.input.MouseInput;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.KeyTrigger;
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import com.jme3.input.controls.MouseButtonTrigger;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.control.AbstractControl;
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import com.jme3.scene.control.Control;
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/**
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*
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* @author Snowsun
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*/
|
||||
public class PlayerShootControl extends AbstractControl implements ActionListener {
|
||||
|
||||
private InputManager inputManager;
|
||||
private final float maxTimeToOverheat = 3f;
|
||||
private float timeToOverheat = maxTimeToOverheat;
|
||||
private boolean isShooting = false;
|
||||
|
||||
public PlayerShootControl(InputManager inputmanager) {
|
||||
this.inputManager = inputmanager;
|
||||
initMappings();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if (isShooting) {
|
||||
timeToOverheat -= tpf;
|
||||
if (timeToOverheat <= 0) {
|
||||
isShooting = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setSpatial(Spatial spatial) {
|
||||
super.setSpatial(spatial);
|
||||
}
|
||||
|
||||
public boolean getIsShooting() {
|
||||
return this.isShooting;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
}
|
||||
|
||||
public Control cloneForSpatial(Spatial spatial) {
|
||||
PlayerShootControl control = new PlayerShootControl(inputManager);
|
||||
spatial.addControl(control);
|
||||
return control;
|
||||
}
|
||||
|
||||
public void onAction(String name, boolean isPressed, float tpf) {
|
||||
if (name.equals("PLAYER_Mouse_Left_Click") && isPressed) {
|
||||
isShooting = true;
|
||||
} else if (name.equals("PLAYER_Mouse_Left_Click") && !isPressed) {
|
||||
isShooting = false;
|
||||
timeToOverheat = maxTimeToOverheat;
|
||||
}
|
||||
}
|
||||
|
||||
private void initMappings() {
|
||||
inputManager.addMapping("PLAYER_Mouse_Left_Click", new MouseButtonTrigger(MouseInput.BUTTON_LEFT),
|
||||
new KeyTrigger(KeyInput.KEY_DOWN));
|
||||
inputManager.addListener(this, new String[]{"PLAYER_Mouse_Left_Click"});
|
||||
}
|
||||
}
|
||||
109
ShootingTest/src/mygame/WeaponProjectileControl.java
Normal file
109
ShootingTest/src/mygame/WeaponProjectileControl.java
Normal file
@ -0,0 +1,109 @@
|
||||
package mygame;
|
||||
|
||||
import com.jme3.asset.AssetManager;
|
||||
import com.jme3.input.InputManager;
|
||||
import com.jme3.input.KeyInput;
|
||||
import com.jme3.input.MouseInput;
|
||||
import com.jme3.input.controls.ActionListener;
|
||||
import com.jme3.input.controls.KeyTrigger;
|
||||
import com.jme3.input.controls.MouseButtonTrigger;
|
||||
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.renderer.RenderManager;
|
||||
import com.jme3.renderer.ViewPort;
|
||||
import com.jme3.scene.Geometry;
|
||||
import com.jme3.scene.Node;
|
||||
import com.jme3.scene.Spatial;
|
||||
import com.jme3.scene.control.AbstractControl;
|
||||
import com.jme3.scene.control.Control;
|
||||
import com.jme3.scene.shape.Box;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author Snowsun
|
||||
*/
|
||||
public class WeaponProjectileControl extends AbstractControl implements ActionListener{
|
||||
|
||||
private Spatial projectile;
|
||||
private AssetManager assetManager;
|
||||
private Node rootNode;
|
||||
private Vector3f location;
|
||||
private InputManager inputManager;
|
||||
|
||||
public WeaponProjectileControl(AssetManager assetManager, Node rootNode, InputManager inputManager) {
|
||||
this.assetManager = assetManager;
|
||||
this.rootNode = rootNode;
|
||||
this.inputManager = inputManager;
|
||||
initMappings();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setSpatial(Spatial spatial) {
|
||||
super.setSpatial(spatial);
|
||||
location = spatial.getLocalTranslation();
|
||||
initProjectile();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlUpdate(float tpf) {
|
||||
if(spatial.getControl(PlayerShootControl.class).getIsShooting()) {
|
||||
shoot();
|
||||
} else {
|
||||
rootNode.detachChild(projectile);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void controlRender(RenderManager rm, ViewPort vp) {
|
||||
}
|
||||
|
||||
public Control cloneForSpatial(Spatial spatial) {
|
||||
WeaponProjectileControl control = new WeaponProjectileControl(assetManager, rootNode, inputManager);
|
||||
spatial.addControl(control);
|
||||
return control;
|
||||
}
|
||||
|
||||
public void onAction(String name, boolean isPressed, float tpf) {
|
||||
if (name.equals("PLAYER_Mouse_Left_Click") && isPressed) {
|
||||
rootNode.attachChild(projectile);
|
||||
} else if (name.equals("PLAYER_Mouse_Left_Click") && !isPressed) {
|
||||
rootNode.detachChild(projectile);
|
||||
}
|
||||
}
|
||||
|
||||
private void initMappings() {
|
||||
inputManager.addMapping("PLAYER_Mouse_Left_Click", new MouseButtonTrigger(MouseInput.BUTTON_LEFT),
|
||||
new KeyTrigger(KeyInput.KEY_DOWN));
|
||||
inputManager.addListener(this, new String[]{"PLAYER_Mouse_Left_Click"});
|
||||
}
|
||||
|
||||
private void initProjectile() {
|
||||
Box box = new Box(Vector3f.ZERO, 1, 1, 2);
|
||||
projectile = new Geometry("Projectile", box);
|
||||
projectile.setLocalTranslation(spatial.getLocalTranslation());
|
||||
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
|
||||
mat.setColor("Color", ColorRGBA.Red);
|
||||
projectile.setMaterial(mat);
|
||||
}
|
||||
|
||||
/*
|
||||
* Fires a projectile
|
||||
*/
|
||||
private void shoot() {
|
||||
projectile.setLocalTranslation(location.add(0, 0, -4));
|
||||
|
||||
Vector3f vectorDifference = new Vector3f(spatial.getLocalTranslation().subtract(spatial.getWorldTranslation()));
|
||||
projectile.setLocalTranslation(vectorDifference.addLocal(spatial.getLocalTranslation()));
|
||||
|
||||
Quaternion worldDiff = new Quaternion(spatial.getLocalRotation().subtract(spatial.getWorldRotation()));
|
||||
projectile.setLocalRotation(worldDiff.addLocal(spatial.getLocalRotation()));
|
||||
|
||||
projectile.move(spatial.getLocalRotation().getRotationColumn(2).mult(-3f));
|
||||
projectile.move(spatial.getLocalRotation().getRotationColumn(1).mult(0f));
|
||||
projectile.move(spatial.getLocalRotation().getRotationColumn(0).mult(0));
|
||||
projectile.rotate(0f, FastMath.PI, 0);
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user