我用 JMonkeyengine 开发了一个游戏 GUI
package adventure;
import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Image;
import java.awt.TextArea;
import java.net.MalformedURLException;
import java.net.URL;
import javax.swing.JFrame;
import javax.swing.JPanel;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.collision.shapes.CollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.system.AppSettings;
import com.jme3.system.JmeCanvasContext;
/**
* Example 9 - How to make walls and floors solid. This collision code uses
* Physics and a custom Action Listener.
*
* @author normen, with edits by Zathras
*/
public class TownView extends SimpleApplication implements ActionListener,
Playable {
private Spatial sceneModel;
private BulletAppState bulletAppState;
private RigidBodyControl landscape;
private CharacterControl player;
private Vector3f walkDirection = new Vector3f();
private boolean left = false, right = false, up = false, down = false;
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
AppSettings settings = new AppSettings(true);
settings.setWidth(850);
settings.setHeight(440);
TownView canvasApplication = new TownView();
canvasApplication.setSettings(settings);
canvasApplication.createCanvas(); // create canvas!
JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication
.getContext();
ctx.setSystemListener(canvasApplication);
Dimension dim = new Dimension(640, 480);
ctx.getCanvas().setPreferredSize(dim);
JFrame window = new JFrame("Swing Application");
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
JPanel panel = new JPanel(new BorderLayout()); // a panel
World world = new DungeonWorld(canvasApplication);
Person me = new Person(world, "You", null);
PlaceView placeview = new PlaceView(me);
Commands commands = new Commands(me);
TextArea textarea = new TextArea("", 10, 60,
TextArea.SCROLLBARS_VERTICAL_ONLY);
textarea.append("You are in a dungeon. The horrible shrieks of the undead chill your bones.\n");
textarea.setEditable(false);
panel.add("West", ctx.getCanvas());
panel.add("East", commands);
panel.add("South", textarea);
window.add(panel);
window.pack();
window.setVisible(true);
canvasApplication.startCanvas();
}
});
}
public void simpleInitApp() {
/** Set up Physics */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
// bulletAppState.getPhysicsSpace().enableDebug(assetManager);
// We re-use the flyby camera for rotation, while positioning is handled
// by physics
viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));
flyCam.setMoveSpeed(100);
setUpKeys();
setUpLight();
// We load the scene from the zip file and adjust its size.
assetManager.registerLocator("town.zip", ZipLocator.class);
sceneModel = assetManager.loadModel("main.scene");
sceneModel.setLocalScale(2f);
// We set up collision detection for the scene by creating a
// compound collision shape and a static RigidBodyControl with mass
// zero.
CollisionShape sceneShape = CollisionShapeFactory
.createMeshShape((Node) sceneModel);
landscape = new RigidBodyControl(sceneShape, 0);
sceneModel.addControl(landscape);
// We set up collision detection for the player by creating
// a capsule collision shape and a CharacterControl.
// The CharacterControl offers extra settings for
// size, stepheight, jumping, falling, and gravity.
// We also put the player in its starting position.
CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f,
6f, 1);
player = new CharacterControl(capsuleShape, 0.05f);
player.setJumpSpeed(20);
player.setFallSpeed(30);
player.setGravity(30);
player.setPhysicsLocation(new Vector3f(0, 10, 0));
// We attach the scene and the player to the rootNode and the physics
// space,
// to make them appear in the game world.
rootNode.attachChild(sceneModel);
bulletAppState.getPhysicsSpace().add(landscape);
bulletAppState.getPhysicsSpace().add(player);
}
private void setUpLight() {
// We add light so we see the scene
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(1.3f));
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);
}
/**
* We over-write some navigational key mappings here, so we can add
* physics-controlled walking and jumping:
*/
private void setUpKeys() {
inputManager.addMapping("Left", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("Up", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("Down", new KeyTrigger(KeyInput.KEY_S));
inputManager.addMapping("Jump", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addListener(this, "Left");
inputManager.addListener(this, "Right");
inputManager.addListener(this, "Up");
inputManager.addListener(this, "Down");
inputManager.addListener(this, "Jump");
}
/**
* These are our custom actions triggered by key presses. We do not walk
* yet, we just keep track of the direction the user pressed.
*/
public void onAction(String binding, boolean value, float tpf) {
if (binding.equals("Left")) {
left = value;
} else if (binding.equals("Right")) {
right = value;
} else if (binding.equals("Up")) {
up = value;
} else if (binding.equals("Down")) {
down = value;
} else if (binding.equals("Jump")) {
player.jump();
}
}
/**
* This is the main event loop--walking happens here. We check in which
* direction the player is walking by interpreting the camera direction
* forward (camDir) and to the side (camLeft). The setWalkDirection()
* command is what lets a physics-controlled player walk. We also make sure
* here that the camera moves with player.
*/
@Override
public void simpleUpdate(float tpf) {
Vector3f camDir = cam.getDirection().clone().multLocal(0.6f);
Vector3f camLeft = cam.getLeft().clone().multLocal(0.4f);
walkDirection.set(0, 0, 0);
if (left) {
walkDirection.addLocal(camLeft);
}
if (right) {
walkDirection.addLocal(camLeft.negate());
}
if (up) {
walkDirection.addLocal(camDir);
}
if (down) {
walkDirection.addLocal(camDir.negate());
}
player.setWalkDirection(walkDirection);
cam.setLocation(player.getPhysicsLocation());
}
// Load an image from the net, making sure it has already been
// loaded when the method returns
public Image loadPicture(String imageName) {
Image im = null;
// Load the image from the net
try {
URL imageSource = new URL(
"http://www.student.nada.kth.se/~d99-nro/" + imageName);
} catch (MalformedURLException e) {
}
return im;
}
// Load and play a sound from /usr/local/hacks/sounds/
public void playSound(String name) {
URL u = null;
try {
u = new URL("file:" + "/usr/local/hacks/sounds/" + name + ".au");
} catch (MalformedURLException e) {
}
AudioClip a = Applet.newAudioClip(u);
a.play();
}
}
现在我只希望鼠标和单击在画布上方的光标上注册画布,这样我就可以使用北、西、东和列表面板的按钮。你能帮我如何实现这一目标吗?现在的方式是即使光标在画布之外,鼠标和键盘事件也会在画布中注册,这使得使用 Alt+F4 关闭窗口是关闭窗口的唯一方法,我无法使用我的方向按钮。