Brick Tower Code

I’ve been playing around with this Brick Tower, may not be a big deal to most of you, but some might have fun with this…




pre type="java"
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/


package towertest;





import com.jme3.bullet.BulletAppState;


import com.jme3.app.SimpleApplication;


import com.jme3.asset.TextureKey;


import com.jme3.bullet.PhysicsSpace;


import com.jme3.bullet.collision.shapes.SphereCollisionShape;


import com.jme3.bullet.control.RigidBodyControl;


import com.jme3.font.BitmapText;


import com.jme3.input.MouseInput;


import com.jme3.input.controls.ActionListener;


import com.jme3.input.controls.MouseButtonTrigger;


import com.jme3.material.Material;


import com.jme3.math.Vector2f;


import com.jme3.math.Vector3f;


import com.jme3.renderer.queue.RenderQueue.ShadowMode;


import com.jme3.scene.Geometry;


import com.jme3.scene.shape.Box;


import com.jme3.scene.shape.Sphere;


import com.jme3.scene.shape.Sphere.TextureMode;


import com.jme3.shadow.BasicShadowRenderer;


import com.jme3.texture.Texture;


import com.jme3.texture.Texture.WrapMode;


import jme3test.bullet.BombControl;





/**


 


 
 @author double1984 (tower mod by atom)


 /


public class TestBrickTower extends SimpleApplication {





    int bricksPerLayer = 8;


    int brickLayers = 30;





    static float brickWidth = .75f, brickHeight = .25f, brickDepth = .25f;


    float radius = 3f;


    float angle = 0;








    Material mat;


    Material mat2;


    Material mat3;


    BasicShadowRenderer bsr;


    private static final Sphere bullet;


    private static final Box brick;


    private static final SphereCollisionShape bulletCollisionShape;





    static {


        bullet = new Sphere(32, 32, 0.4f, true, false);


        bullet.setTextureMode(TextureMode.Projected);


        bulletCollisionShape = new SphereCollisionShape(0.4f);





        brick = new Box(Vector3f.ZERO, brickWidth, brickHeight, brickDepth);


        brick.scaleTextureCoordinates(new Vector2f(1f, .5f));


    }


    private BulletAppState bulletAppState;





    public static void main(String args[]) {


        TestBrickTower f = new TestBrickTower();


        f.start();


    }





    @Override


    public void simpleInitApp() {


        bulletAppState = new BulletAppState();


        bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);


        stateManager.attach(bulletAppState);


//        bulletAppState.getPhysicsSpace().enableDebug(assetManager);


        initMaterial();


        initTower();


        initFloor();


        initCrossHairs();


        this.cam.setLocation(new Vector3f(0, 25f, 8f));


        cam.lookAt(Vector3f.ZERO, new Vector3f(0, 1, 0));


        cam.setFrustumFar(80);


        inputManager.addMapping(“shoot”, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));


        inputManager.addListener(actionListener, “shoot”);


        rootNode.setShadowMode(ShadowMode.Off);


        bsr = new BasicShadowRenderer(assetManager, 256);


        bsr.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());


        viewPort.addProcessor(bsr);


    }





    private PhysicsSpace getPhysicsSpace() {


        return bulletAppState.getPhysicsSpace();


    }


    private ActionListener actionListener = new ActionListener() {





        public void onAction(String name, boolean keyPressed, float tpf) {


            if (name.equals(“shoot”) && !keyPressed) {


                Geometry bulletg = new Geometry(“bullet”, bullet);


                bulletg.setMaterial(mat2);


                bulletg.setShadowMode(ShadowMode.CastAndReceive);


                bulletg.setLocalTranslation(cam.getLocation());


                RigidBodyControl bulletNode = new BombControl(assetManager, bulletCollisionShape, 1);


//                RigidBodyControl bulletNode = new RigidBodyControl(bulletCollisionShape, 1);


                bulletNode.setLinearVelocity(cam.getDirection().mult(25));


                bulletg.addControl(bulletNode);


                rootNode.attachChild(bulletg);


                getPhysicsSpace().add(bulletNode);


            }


        }


    };





    public void initTower() {


        double tempX = 0;


        double tempY = 0;


        double tempZ = 0;


        angle = 0f;


        for (int i = 0; i < brickLayers; i++){


            // Increment rows


            if(i!=0)


                tempY+=brickHeight
2;


            else


                tempY=brickHeight;


            // Alternate brick seams


            angle = 360.0f / bricksPerLayer * i/2f;


            for (int j = 0; j < bricksPerLayer; j++){


              tempZ = Math.cos(Math.toRadians(angle))radius;


              tempX = Math.sin(Math.toRadians(angle))radius;


              System.out.println(“x=”+((float)(tempX))+" y="+((float)(tempY))+" z="+(float)(tempZ));


              Vector3f vt = new Vector3f((float)(tempX), (float)(tempY), (float)(tempZ));


              // Add crenelation


              if (i==brickLayers-1){


                if (j%2 == 0){


                    addBrick(vt);


                }


              }


              // Create main tower


              else {


                addBrick(vt);


              }


              angle += 360.0/bricksPerLayer;


            }


          }





    }





    public void initFloor() {


        Box floorBox = new Box(Vector3f.ZERO, 10f, 0.1f, 5f);


        floorBox.scaleTextureCoordinates(new Vector2f(3, 6));





        Geometry floor = new Geometry(“floor”, floorBox);


        floor.setMaterial(mat3);


        floor.setShadowMode(ShadowMode.Receive);


        floor.setLocalTranslation(0, 0, 0);


        floor.addControl(new RigidBodyControl(0));


        this.rootNode.attachChild(floor);


        this.getPhysicsSpace().add(floor);


    }





    public void initMaterial() {


        mat = new Material(assetManager, “Common/MatDefs/Misc/SimpleTextured.j3md”);


        TextureKey key = new TextureKey(“Textures/Terrain/BrickWall/BrickWall.jpg”);


        key.setGenerateMips(true);


        Texture tex = assetManager.loadTexture(key);


        mat.setTexture(“ColorMap”, tex);





        mat2 = new Material(assetManager, “Common/MatDefs/Misc/SimpleTextured.j3md”);


        TextureKey key2 = new TextureKey(“Textures/Terrain/Rock/Rock.PNG”);


        key2.setGenerateMips(true);


        Texture tex2 = assetManager.loadTexture(key2);


        mat2.setTexture(“ColorMap”, tex2);





        mat3 = new Material(assetManager, “Common/MatDefs/Misc/SimpleTextured.j3md”);


        TextureKey key3 = new TextureKey(“Textures/Terrain/Pond/Pond.png”);


        key3.setGenerateMips(true);


        Texture tex3 = assetManager.loadTexture(key3);


        tex3.setWrap(WrapMode.Repeat);


        mat3.setTexture(“ColorMap”, tex3);


    }





    public void addBrick(Vector3f ori) {


        Geometry reBoxg = new Geometry(“brick”, brick);


        reBoxg.setMaterial(mat);


        reBoxg.setLocalTranslation(ori);


        reBoxg.rotate(0f, (float)Math.toRadians(angle) , 0f );


        reBoxg.addControl(new RigidBodyControl(1.5f));


        reBoxg.setShadowMode(ShadowMode.CastAndReceive);


        reBoxg.getControl(RigidBodyControl.class).setFriction(1.6f);


        this.rootNode.attachChild(reBoxg);


        this.getPhysicsSpace().add(reBoxg);


    }





    protected void initCrossHairs() {


        guiFont = assetManager.loadFont(“Interface/Fonts/Default.fnt”);


        BitmapText ch = new BitmapText(guiFont, false);


        ch.setSize(guiFont.getCharSet().getRenderedSize() 
 2);


        ch.setText("+"); // crosshairs


        ch.setLocalTranslation( // center


                settings.getWidth() / 2 - guiFont.getCharSet().getRenderedSize() / 3 
 2,


                settings.getHeight() / 2 + ch.getLineHeight() / 2, 0);


        guiNode.attachChild(ch);


    }


}









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3 Likes

Heh, fun :smiley:

hehehe Nice :wink: