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 – push a button to receive *BAM*


Let's look at a code sample where the user's mouse click triggers a gunshot. The click also triggers related attack actions, such as identifying the target and determining the damage, which we already covered in previous chapters.

This is how you play a gunshot sound after a click:

  1. Make a copy of Main.java and name the class AudioTrigger.java. Remember to also refactor the first line of the main() method to AudioTrigger app = new AudioTrigger();.

  2. Copy the provided file Sounds/Effects/Gun.wav into your project's Sounds/Effects/ directory.

  3. Create a private class field for the audio node:

    private AudioNode gunAudio;
  4. Initialize the audio node in the simpleInitApp() method. You want it to play the Gun.wav sound. It's a short sound, so we use the default constructor that pre-buffers the audio:

    public void simpleInitApp() {
      gunAudio = new AudioNode( assetManager,"Sounds/Effects/Gun.wav");
  5. Declare an input mapping for a gunshot: map the left mouse button...