Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Overview of this book

jMonkeyEngine 3.0 is a powerful set of free Java libraries that allows you to unlock your imagination, create 3D games and stunning graphics. Using jMonkeyEngine's library of time-tested methods, this book will allow you to unlock its potential and make the creation of beautiful interactive 3D environments a breeze."jMonkeyEngine 3.0 Beginner's Guide" teaches aspiring game developers how to build modern 3D games with Java. This primer on 3D programming is packed with best practices, tips and tricks and loads of example code. Progressing from elementary concepts to advanced effects, budding game developers will have their first game up and running by the end of this book.From basic concepts and project creation to building a complex 3D Game, you will learn to layout 3D scenes, make them interactive and add various multi-media effects.You will find answers to common questions including best practices and approaches, how game characters can act and interact, how to simulate solid walls and physical forces, how to take it online to play over a network and much more.From Zero to Hero, start your journey to make your game idea a reality.
Table of Contents (20 chapters)
jMonkeyEngine 3.0 Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – trigger meets mapping


The SimpleApplication class provides you with a handy inputManager object that you can configure.

  1. Go to the simpleInitApp() method. Leave the template code that creates the blue cube as it is.

  2. Register your mappings and triggers with the inputManager. At the beginning of the method, add the following two lines:

    public void simpleInitApp(){
      inputManager.addMapping(MAPPING_COLOR,  TRIGGER_COLOR);
      inputManager.addMapping(MAPPING_ROTATE, TRIGGER_ROTATE);
      // …
    }
  3. But what if half of your users think the Space bar is unintuitive for toggling color, and prefer the C key instead? You can easily allow several variants in one mapping; define a trigger object for the C key on the class level, as you did for the Space bar key:

    private final static Trigger TRIGGER_COLOR2 = 
        new KeyTrigger(KeyInput.KEY_C);
  4. Register the alternative trigger to the mapping, with a comma as separator. Change the existing MAPPING_COLOR line as follows:

    inputManager.addMapping(MAPPING_COLOR...