package strategy;
import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
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.CollisionShape;
import com.jme3.bullet.control.GhostControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.collision.Collidable;
import com.jme3.collision.CollisionResults;
import com.jme3.input.ChaseCamera;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Ray;
import com.jme3.math.Rectangle;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.queue.RenderQueue.Bucket;
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.RectangleMesh;
import java.time.Instant;
/**
* This is the Main Class of your Game. It should boot up your game and do initial initialisation
* Move your Logic into AppStates or Controls or other java classes
*/
public class Strategy extends SimpleApplication implements PhysicsCollisionListener{
public static void main(String[] args) {
Strategy app = new Strategy();
app.setShowSettings(false); //Settings dialog not supported on mac
app.start();
}
Node shootables;
BulletAppState bulletAppState;
Geometry collidable;
@Override
public void simpleInitApp() {
setUpLight();
inputManager.setCursorVisible(true);
flyCam.setDragToRotate(true);
shootables = new Node("Shootables");
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
Spatial model = assetManager.loadModel("Models/level.glb");
shootables.attachChild(model);
// shootables.attachChild(makeCube("a Dragon", -2f, 0f, 1f));
// shootables.attachChild(makeCube("a tin can", 1f, 0f, 0f));
// shootables.attachChild(makeCube("the Sheriff", 0f, 0f, -2f));
// shootables.attachChild(makeCube("the Deputy", 1f, 0f, -4f));
collidable = makeCube("dragon", -2f, 0f, 1f);
GhostControl ghost = new GhostControl(CollisionShapeFactory.createDynamicMeshShape(collidable));
collidable.addControl(ghost);
rootNode.attachChild(collidable);
bulletAppState.getPhysicsSpace().add(ghost);
cursor = makeCube("cursor", 0, 0f, 0);
shootables.attachChild(cursor);
rootNode.attachChild(shootables);
inputManager.addMapping("Target",new MouseButtonTrigger(MouseInput.BUTTON_RIGHT)); // trigger 2: left-button click
inputManager.addListener(actionListener,"Target");
cam.setLocation(new Vector3f(0,5f,0));
cam.lookAtDirection(new Vector3f(0,-5,0), new Vector3f(0,0,0));
//flyCam.setEnabled(false);
//ChaseCamera chaseCam = new ChaseCamera(cam, cursor, inputManager);
bulletAppState.getPhysicsSpace().addCollisionListener(this);
bulletAppState.setDebugEnabled(true);
}
public void collision(PhysicsCollisionEvent event) {
System.out.println(event.getNodeA().getName());
}
Geometry cursor;
private Geometry makeCube(String name, float x, float y, float z) {
Box box = new Box(1, 1, 1);
Geometry cube = new Geometry(name, box);
cube.setLocalTranslation(x, y, z);
Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat1.setColor("Color", ColorRGBA.randomColor());
cube.setMaterial(mat1);
return cube;
}
Vector3f startPoint;
Vector3f endPoint;
private boolean press = false;
Geometry area;
long areaDeleteTime = 0;
final private ActionListener actionListener = new ActionListener() {
@Override
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("Target") ) {
if(keyPressed){
Vector3f origin = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.0f);
Vector3f direction = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.3f);
direction.subtractLocal(origin).normalizeLocal();
CollisionResults results = new CollisionResults();
//create ray
Ray ray = new Ray( cam.getLocation() , direction );
//collide mouse click wit npc node
shootables.collideWith( ray, results );
if(results.size() > 0){
press = true;
startPoint = results.getCollision(0).getContactPoint();
}
}
if(!keyPressed && press){
Vector3f origin = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.0f);
Vector3f direction = cam.getWorldCoordinates(inputManager.getCursorPosition(), 0.3f);
direction.subtractLocal(origin).normalizeLocal();
CollisionResults results = new CollisionResults();
//create ray
Ray ray = new Ray( cam.getLocation() , direction );
//collide mouse click wit npc node
shootables.collideWith( ray, results );
if(results.size() > 0){
endPoint = results.getCollision(0).getContactPoint();
Rectangle rectangle = new Rectangle();
if(startPoint.z > endPoint.z){
rectangle.setA(new Vector3f(startPoint.x,startPoint.y+0.3f,startPoint.z));
rectangle.setB(new Vector3f(endPoint.x,startPoint.y+0.3f ,startPoint.z));
rectangle.setC(new Vector3f(startPoint.x,endPoint.y+0.3f ,endPoint.z));
}else{
rectangle.setA(new Vector3f(startPoint.x,startPoint.y+0.3f,startPoint.z));
rectangle.setC(new Vector3f(endPoint.x,startPoint.y +0.3f,startPoint.z));
rectangle.setB(new Vector3f(startPoint.x,endPoint.y +0.3f,endPoint.z));
}
//moveCamera(1f,true);
RectangleMesh mesh = new RectangleMesh(rectangle);
area = new Geometry("OurMesh", mesh); // using our custom mesh object
Material mat = new Material(assetManager,
"Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
mat.setColor("Color", ColorRGBA.Blue);
area.setQueueBucket(Bucket.Transparent);
area.setMaterial(mat);
GhostControl ghostArea = new GhostControl(CollisionShapeFactory.createDynamicMeshShape(area)); // a box-shaped ghost
area.addControl(ghostArea);
bulletAppState.getPhysicsSpace().add(ghostArea);
rootNode.attachChild(area);
areaDeleteTime = Instant.now().getEpochSecond();
}
}
}
}
};
@Override
public void simpleUpdate(float tpf) {
if(area != null && areaDeleteTime < Instant.now().getEpochSecond()){
GhostControl ghost = area.getControl(GhostControl.class);
bulletAppState.getPhysicsSpace().remove(ghost);
rootNode.detachChild(area);
}
cameraControl();
}
private void cameraControl(){
Vector2f click2d = inputManager.getCursorPosition();
float width = getContext().getSettings().getWidth();
float height =getContext().getSettings().getHeight();
Vector3f position = cursor.getLocalTranslation();
//System.out.println(click2d);
if((0 < click2d.x) && (10 > click2d.x)){
cursor.setLocalTranslation(position.x + 0.1f, position.y, position.z);
}
if((width- 10f < click2d.x) && (width > click2d.x)){
cursor.setLocalTranslation(position.x - 0.1f, position.y, position.z);
}
if((height - 10f < click2d.y)){
cursor.setLocalTranslation(position.x, position.y, position.z+0.1f);
}
if((10f > click2d.y) && (0 < click2d.x)){
cursor.setLocalTranslation(position.x, position.y, position.z-0.1f);
}
Vector3f direction = cursor.getLocalTranslation().subtract(cam.getLocation()).normalize();
cam.lookAtDirection(direction, new Vector3f(0,0,0));
cam.setLocation(new Vector3f(position.x-0.5f,position.y+8f,position.z-4.5f));
}
@Override
public void simpleRender(RenderManager rm) {
//add render code here (if any)
}
private void setUpLight() {
// We add light so we see the scene
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(5.3f));
rootNode.addLight(al);
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White);
dl.setDirection(new Vector3f(2.8f, -2.8f, -2.8f).normalizeLocal());
rootNode.addLight(dl);
DirectionalLight dl2 = new DirectionalLight();
dl2.setColor(ColorRGBA.White);
dl2.setDirection(new Vector3f(100,3,26).normalizeLocal());
rootNode.addLight(dl2);
DirectionalLight dl3 = new DirectionalLight();
dl3.setColor(ColorRGBA.White);
dl3.setDirection(new Vector3f(-100,3,26).normalizeLocal());
rootNode.addLight(dl3);
}
}