protected void update(float elapsedTime) { checkSystemInput(); if (!isPaused()) { checkGameInput(); camera.update(); } }
public void step() { Camera cam = cameras.get(0); cam.activate(); cam.setColor(Color.black); tree.display(50, 90, cam, spread, levelHeight); // ------------------------------------------------- cam = cameras.get(1); cam.activate(); if (state.equals("add")) { cam.setColor(Color.black); cam.drawText(">>> " + stringToAdd, 5, 2); } }
public void keyPressed(KeyEvent e) { int code = e.getKeyCode(); Camera cam = cameras.get(0); if (state.equals("regular")) { if (code == KeyEvent.VK_L) { cam.shiftRegion(0.25, 0); } else if (code == KeyEvent.VK_R) { cam.shiftRegion(-0.25, 0); } else if (code == KeyEvent.VK_U) { cam.shiftRegion(0, -0.25); } else if (code == KeyEvent.VK_D) { cam.shiftRegion(0, 0.25); } else if (code == KeyEvent.VK_S) { cam.scaleRegion(1.1, 1.1); } else if (code == KeyEvent.VK_B) { cam.scaleRegion(1 / 1.1, 1 / 1.1); } else if (code == KeyEvent.VK_W) { spread *= 1.1; } else if (code == KeyEvent.VK_N) { spread /= 1.1; } else if (code == KeyEvent.VK_H) { cam.setRegion(0, 100, 0, 100); } } // regular state else if (state.equals("add")) { if (code == KeyEvent.VK_ENTER) { state = "regular"; if (!stringToAdd.equals("")) tree.add(stringToAdd); } else if (code == KeyEvent.VK_DELETE || code == KeyEvent.VK_BACK_SPACE) { if (stringToAdd.length() > 0) stringToAdd = stringToAdd.substring(0, stringToAdd.length() - 1); } } // add state }
public static void loadLevel(File levelFile) { // clean up old loads: loadedLevel.clean(); if (levelFile != null) { GameObject[] go = new GameObject[0]; try { loadedLevel = new Level(levelFile.getPath()); camera = loadedLevel.getCamera(); go = loadedLevel.getGameObjects(); } catch (Exception e) { System.out.println(e); } // Reset numberOf ... numberOfBoxes = 0; numberOfSprites = 0; numberOfTiles = 0; for (int i = 0; i < actor.length; i++) { actor[i] = null; } backgroundImage = new Image[2]; try { tileSheet = ImageIO.read(new File(loadedLevel.levelName + "/tilesheet.png")); backgroundImage[0] = ImageIO.read(new File(loadedLevel.levelName + "/bg0.png")); backgroundImage[1] = ImageIO.read(new File(loadedLevel.levelName + "/bg1.png")); } catch (Exception e) { System.out.println("ERROR loading images: " + e); } int MapWidth = loadedLevel.getWidth(); int MapHeight = loadedLevel.getHeight(); for (int y = 0; y < MapHeight; y++) { for (int x = 0; x < MapWidth; x++) { // Number entered in the position represents tileNumber; // position of the sprite x*16, y*16 // get char at position X/Y in the levelLoaded string char CharAtXY = loadedLevel.level.substring(MapWidth * y, loadedLevel.level.length()).charAt(x); // Load objects into the engine/game for (int i = 0; i < go.length; i++) { if (CharAtXY == go[i].objectChar) { try { invoke( "game.objects." + go[i].name, "new" + go[i].name, new Class[] {Point.class}, new Object[] {new Point(x * 16, y * 16)}); } catch (Exception e) { System.out.println("ERROR trying to invoke method: " + e); } } } // Load tiles into engine/game // 48 = '0' , 57 = '9' if ((int) CharAtXY >= 48 && (int) CharAtXY <= 57) { tileObject[gameMain.numberOfTiles] = new WorldTile(Integer.parseInt(CharAtXY + "")); tileObject[gameMain.numberOfTiles - 1].sprite.setPosition(x * 16, y * 16); } } } // clean up: loadedLevel.clean(); // additional game-specific loading options: camera.forceSetPosition(new Point(mario.spawn.x, camera.prefHeight)); pCoin = new PopupCoin(new Point(-80, -80)); levelLoaded = true; } else { System.out.println("Loading cancelled..."); } }
// -- Main Loop public void run() { // called only once: initialize(); // create me a timer Timer t = new Timer(); // start main loop: while (true) { if (levelLoaded == true) { camera.follow(mario.sprite); // act() all actors that are actable: int a = 0; while (actor[a] != null && actor[a] instanceof Actable) { Actable actable = (Actable) actor[a]; actable.act(); a++; } pCoin.fly(); for (int i = 0; i < numberOfBoxes; i++) { try { box[i].open(); } catch (Exception e) { System.out.println("ERROR: " + e); } } for (int i = 0; i < numberOfCoins; i++) { try { coin[i].collect(); } catch (Exception e) { System.out.println("ERROR: " + e); } } // reset mario if fallen off from screen: if (mario.sprite.posy > loadedLevel.getHeight() * 16) { camera.position = new Point(width / 2, camera.prefHeight + camera.tolerance); mario.sprite.setPosition(new Point(gameMain.mario.spawn.x, gameMain.mario.spawn.y)); } } try { // Draw to panel if not Fullscreen if (fullscreen == false) { t.start(); render(); repaint(); System.out.println("FPS: " + (int) (((100 / (double) t.stop())) * 2)); } else { t.start(); long sleeptime = 5 - t.stop(); // calculate sleep time (max fps) if (sleeptime < 0) { sleeptime = 0; } main.sleep(1L + sleeptime); fps = (int) (((100 / (double) t.stop())) * 2); System.out.println("FPS: " + fps); } } catch (Exception e) { } } }
protected void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); camera.look(); // Each frame we calculate the new frustum. In reality you only need to // calculate the frustum when we move the camera. GameCore.gFrustum.calculateFrustum(); // Initialize the total node count that is being draw per frame Octree.totalNodesDrawn = 0; glPushMatrix(); // Here we draw the octree, starting with the root node and recursing down each node. // This time, we pass in the root node and just the original world model. You could // just store the world in the root node and not have to keep the original data around. // This is up to you. I like this way better because it's easy, though it could be // more error prone. octree.drawOctree(octree, g_World); glPopMatrix(); // Render the cubed nodes to visualize the octree (in wire frame mode) if (g_bDisplayNodes) Octree.debug.drawBoundingBox(); glPushMatrix(); // If there was a collision, make the Orange ball Red. if (octree.isObjectColliding()) { glColor3f(1.0f, 0.0f, 0.0f); } else { glColor3f(1.0f, 0.5f, 0.0f); // Disable Lighting. } // Move the Ball into place. glTranslatef(g_BallEntity.x, g_BallEntity.y, g_BallEntity.z); glDisable(GL_LIGHTING); // Draw the Ground Intersection Line. glBegin(GL_LINES); glColor3f(1, 1, 1); glVertex3f(g_vGroundISector[0].x, g_vGroundISector[0].y, g_vGroundISector[0].z); glVertex3f(g_vGroundISector[1].x, g_vGroundISector[1].y, g_vGroundISector[1].z); glEnd(); // Draw the Forward Intersection Line. glBegin(GL_LINES); glColor3f(1, 1, 0); glVertex3f( g_vForwardISector[0].x * 10.0f, g_vForwardISector[0].y, g_vForwardISector[0].z * 10.0f); glVertex3f( g_vForwardISector[1].x * 10.0f, g_vForwardISector[1].y, g_vForwardISector[1].z * 10.0f); glEnd(); // Re-enable lighting. glEnable(GL_LIGHTING); // System.out.println("x " + g_BallEntity.x + " y " + g_BallEntity.y); // Draw it! pObj.draw(g_BallEntity.fRadius, 20, 20); glPopMatrix(); screen.setTitle( "Triangles: " + Octree.maxTriangles + " -Total Draw: " + Octree.totalNodesDrawn + " -Subdivisions: " + Octree.maxSubdivisions + " -FPS: " + FPSCounter.get() + " -Node Collisions: " + Octree.numNodesCollided + " -Object Colliding? " + octree.isObjectColliding()); }
public void checkGameInput() { if (drawMode.isPressed()) { octree.setRenderMode(!octree.isRenderMode()); octree.setObjectColliding(false); if (octree.isRenderMode()) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Render the triangles in fill mode } else { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Render the triangles in wire frame mode } octree.createDisplayList(octree, g_World, octree.getDisplayListID()); } if (fullScreen.isPressed()) { setFullScreen(!isFullScreen()); } if (enter.isPressed()) { Octree.octreeCollisionDetection = !Octree.octreeCollisionDetection; } if (left.isPressed()) { camera.strafe(-SPEED / 10 * elapsedTime); } if (right.isPressed()) { camera.strafe(SPEED / 10 * elapsedTime); } if (zoomIn.isPressed()) { camera.move(+SPEED / 10 * elapsedTime); } if (zoomOut.isPressed()) { camera.move(-SPEED / 10 * elapsedTime); } if (moveLeft.isPressed()) { g_BallEntity.fAngle += (float) AR_DegToRad(g_BallEntity.fTurnRate) * elapsedTime; } if (moveRight.isPressed()) { // Rotate the Ball Angle Counter Clockwise. g_BallEntity.fAngle -= (float) AR_DegToRad(g_BallEntity.fTurnRate) * elapsedTime; } // Clamp values above 2 * PI or 360 Deg's. if (g_BallEntity.fAngle >= AR_2PI) g_BallEntity.fAngle = g_BallEntity.fAngle - AR_2PI; // Clamp values below 0. if (g_BallEntity.fAngle < 0.0f) g_BallEntity.fAngle = AR_2PI + g_BallEntity.fAngle; if (debug.isPressed()) { g_bDisplayNodes = !g_bDisplayNodes; } if (moveUp.isPressed()) { if (g_BallEntity.fVelX + (g_BallEntity.fAccel * elapsedTime) < g_BallEntity.fMaxVel) { g_BallEntity.fVelX += g_BallEntity.fAccel * elapsedTime; g_BallEntity.fVelZ += g_BallEntity.fAccel * elapsedTime; } } if (moveDown.isPressed()) { // Move the Ball Backwards. if (g_BallEntity.fVelX - (g_BallEntity.fAccel * elapsedTime) > g_BallEntity.fMinVel) { g_BallEntity.fVelX -= g_BallEntity.fAccel * elapsedTime; g_BallEntity.fVelZ -= g_BallEntity.fAccel * elapsedTime; } } // Apply Gravity to this Entity (using time based motion) if he's not colliding with anything. if (!octree.isObjectColliding()) g_BallEntity.fVelY += (GRAVITY * elapsedTime); // Apply (spherical based) motion. g_BallEntity.x += (g_fSinTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fVelX) * elapsedTime; g_BallEntity.y += g_BallEntity.fVelY * elapsedTime; g_BallEntity.z += (g_fCosTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fVelZ) * elapsedTime; // Adjust the Forward I-Sectors Endpoint. g_vForwardISector[1].x = g_fSinTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fRadius * 0.2f; g_vForwardISector[1].y = 0.0f; g_vForwardISector[1].z = g_fCosTable[(int) AR_RadToDeg(g_BallEntity.fAngle)] * g_BallEntity.fRadius * 0.2f; // Slow this guy down (friction). if (g_BallEntity.fVelX > g_fFriction * elapsedTime) { g_BallEntity.fVelX -= g_fFriction * elapsedTime; } if (g_BallEntity.fVelZ > g_fFriction * elapsedTime) { g_BallEntity.fVelZ -= g_fFriction * elapsedTime; } if (g_BallEntity.fVelX < g_fFriction * elapsedTime) { g_BallEntity.fVelX += g_fFriction * elapsedTime; } if (g_BallEntity.fVelZ < g_fFriction * elapsedTime) { g_BallEntity.fVelZ += g_fFriction * elapsedTime; } // If this Ball falls outside the world, drop back from the top. if (g_BallEntity.y < -30) { g_BallEntity.x = g_BallEntity.z = 0.0f; g_BallEntity.y = 5.0f; g_BallEntity.fVelX = g_BallEntity.fVelY = g_BallEntity.fVelZ = 0.0f; } Vector3f[] vGroundLine = {new Vector3f(), new Vector3f()}; Vector3f[] vForwardLine = {new Vector3f(), new Vector3f()}; // Prepare a Temporary line transformed to the Balls exact world position. vGroundLine[0].x = g_BallEntity.x + g_vGroundISector[0].x; vGroundLine[0].y = g_BallEntity.y + g_vGroundISector[0].y; vGroundLine[0].z = g_BallEntity.z + g_vGroundISector[0].z; vGroundLine[1].x = g_BallEntity.x + g_vGroundISector[1].x; vGroundLine[1].y = g_BallEntity.y + g_vGroundISector[1].y; vGroundLine[1].z = g_BallEntity.z + g_vGroundISector[1].z; // Prepare a Temporary line transformed to the Balls exact world position. vForwardLine[0].x = g_BallEntity.x + g_vForwardISector[0].x; vForwardLine[0].y = g_BallEntity.y + g_vForwardISector[0].y; vForwardLine[0].z = g_BallEntity.z + g_vForwardISector[0].z; vForwardLine[1].x = g_BallEntity.x + g_vForwardISector[1].x; vForwardLine[1].y = g_BallEntity.y + g_vForwardISector[1].y; vForwardLine[1].z = g_BallEntity.z + g_vForwardISector[1].z; // A temporary Vector holding the Intersection Point of our Intersection Check. vIntersectionPt = new Vector3f(); // Reset the Status of the Object (wheter it is colliding or not). octree.setObjectColliding(false); // Reset the Nodes collided to zero so we can start with a fresh count. Octree.numNodesCollided = 0; // Test the line for an intersection with the Octree Geometry. if (octree.intersectLineWithOctree(octree, g_World, vGroundLine, vIntersectionPt)) { // Move the Ball up from the point at which it collided with the ground. This is what // ground clamping is! g_BallEntity.x = vIntersectionPt.x; // NOTE: Make sure it is above the surface, AND half it's height (so it isn't half // underground). // This would only apply if you placed entity's by their exact center. g_BallEntity.y = vIntersectionPt.y + g_BallEntity.fRadius; g_BallEntity.z = vIntersectionPt.z; // Stop your up-down velocity. g_BallEntity.fVelY = 0.0f; } // Test the line for an intersection with the Octree Geometry. if (octree.intersectLineWithOctree(octree, g_World, vForwardLine, vIntersectionPt)) { // Move the Ball up from the point at which it collided with the ground. This is what // ground clamping is! g_BallEntity.x = vIntersectionPt.x; // NOTE: Make sure it is above the surface, AND half it's height (so it isn't half // underground). // This would only apply if you placed entity's by their exact center. g_BallEntity.y = vIntersectionPt.y + g_BallEntity.fRadius; g_BallEntity.z = vIntersectionPt.z; // Stop your up-down velocity. g_BallEntity.fVelY = 0.0f; } }
@Override public void init() throws IOException { super.init(); camera = new Camera(true); camera.setPosition(-17f, 20f, 17f, 0, 0, 0, 0, 1, 0); float df = 100.0f; // Precalculate the Sine and Cosine Lookup Tables. // Basically, loop through 360 Degrees and assign the Radian // value to each array index (which represents the Degree). for (int i = 0; i < 360; i++) { g_fSinTable[i] = (float) Math.sin(AR_DegToRad(i)); g_fCosTable[i] = (float) Math.cos(AR_DegToRad(i)); } pObj = new Sphere(); pObj.setOrientation(GLU_OUTSIDE); Octree.debug = new BoundingBox(); // Turn lighting on initially Octree.turnLighting = true; // The current amount of end nodes in our tree (The nodes with vertices stored in them) Octree.totalNodesCount = 0; // This stores the amount of nodes that are in the frustum Octree.totalNodesDrawn = 0; // The maximum amount of triangles per node. If a node has equal or less // than this, stop subdividing and store the face indices in that node Octree.maxTriangles = 800; // The maximum amount of subdivisions allowed (Levels of subdivision) Octree.maxSubdivisions = 5; // The number of Nodes we've checked for collision. Octree.numNodesCollided = 0; // Wheter the Object is Colliding with anything in the World or not. octree.setObjectColliding(false); // Wheter we test the whole world for collision or just the nodes we are in. Octree.octreeCollisionDetection = true; LoadWorld(); // for(int i=0; i < g_World.getNumOfMaterials(); i++) // { // System.out.println(g_World.getMaterials(i).getName() + " indice " + i); // } // for(int i=0; i < g_World.getNumOfObjects(); i++) // { // System.out.println(g_World.getObject(i).getName()); // System.out.println(g_World.getObject(i).getMaterialID()); // System.out.println(g_World.getPObject(i).getMaterialID()); // } // System.out.println(g_World.getPMaterials(12).getColor()[0] + " " + // g_World.getPMaterials(12).getColor()[1] // + " " + g_World.getPMaterials(12).getColor()[2]); // System.out.println(g_World.getPMaterials(g_World.getPObject(6).getMaterialID())); inputManager = new InputManager(); createGameActions(); posLuz1F = Conversion.allocFloats(posLuz1); // Define a cor de fundo da janela de visualização como preto glClearColor(0, 0, 0, 1); // Ajusta iluminação glLight(GL_LIGHT0, GL_AMBIENT, Conversion.allocFloats(luzAmb1)); glLight(GL_LIGHT0, GL_DIFFUSE, Conversion.allocFloats(luzDif1)); glLight(GL_LIGHT0, GL_SPECULAR, Conversion.allocFloats(luzEsp1)); // Habilita todas as fontes de luz glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); // Agora posiciona demais fontes de luz glLight(GL_LIGHT0, GL_POSITION, posLuz1F); // Habilita Z-Buffer glEnable(GL_DEPTH_TEST); // Seleciona o modo de GL_COLOR_MATERIAL // glColorMaterial(GL_FRONT, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glMaterial(GL_FRONT, GL_SPECULAR, Conversion.allocFloats(spec)); glMaterialf(GL_FRONT, GL_SHININESS, df); }