Пример #1
0
  /* (non-Javadoc)
   * @see com.jme.input.action.MouseInputAction#performAction(float)
   */
  public void performAction(InputActionEvent evt) {
    shotTime += evt.getTime();
    if (MouseInput.get().isButtonDown(0) && shotTime > 0.1f) {
      shotTime = 0;
      Ray ray =
          new Ray(
              camera.getLocation(),
              camera.getDirection()); // camera direction is already normalized
      PickResults results = new BoundingPickResults();
      results.setCheckDistance(true);
      scene.findPick(ray, results);

      hits += results.getNumber();
      hitItems = "";
      if (results.getNumber() > 0) {
        for (int i = 0; i < results.getNumber(); i++) {
          hitItems +=
              results.getPickData(i).getTargetMesh().getName()
                  + " "
                  + results.getPickData(i).getDistance();
          if (i != results.getNumber() - 1) {
            hitItems += ", ";
          }
        }
      }
      shots++;
      results.clear();
      text.print("Hits: " + hits + " Shots: " + shots + " : " + hitItems);
    }
  }
Пример #2
0
 @Override
 protected void initializeState() {
   MouseInput.get()
       .setHardwareCursor(
           ClientApplication.class
               .getClassLoader()
               .getResource(ECursorState.TryingToMove.getIconLocation()));
   this.buildGUI();
 }
  /**
   * Cleans up the keyboard and game state system.
   *
   * @see AbstractGame#cleanup()
   */
  protected void cleanup() {
    logger.info("Cleaning up resources.");

    // Performs cleanup on all loaded game states.
    GameStateManager.getInstance().cleanup();

    KeyInput.destroyIfInitalized();
    MouseInput.destroyIfInitalized();
    JoystickInput.destroyIfInitalized();
  }