如何改善我的 3D 游戏的角色控制?
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【中文标题】如何改善我的 3D 游戏的角色控制?【英文标题】:How to improve character control for my 3D game? 【发布时间】:2013-05-22 20:28:40 【问题描述】:自从我从帮助类 CharacterControl
更改为新的 BetterCharacterControl
后,我注意到一些改进,例如推动其他角色正在工作,但我的主角已经开始滑过台阶,无法爬更高的台阶。
我必须跳过上面的步骤,这不是正确的游戏方式,应该只是走过去。旧的辅助类 CharacterControl
有一个默认的不滑动方式,只是跨步,我认为可以通过更改我创建主角的代码来纠正它。
private void createNinja()
ninjaNode = (Node) assetManager
.loadModel("Models/Ninja/Ninja.mesh.xml");
ninjaNode.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
ninjaNode.setLocalScale(0.06f);
ninjaNode.setLocalTranslation(new Vector3f(55, 3.3f, -60));
ninjaControl = new BetterCharacterControl(2, 4, 0.5f);
ninjaControl.setJumpForce(new Vector3f(6, 6, 6));
ninjaNode.addControl(ninjaControl);
rootNode.attachChild(ninjaNode);
bulletAppState.getPhysicsSpace().add(ninjaControl);
getPhysicsSpace().add(ninjaControl);
animationControl = ninjaNode.getControl(AnimControl.class);
animationChannel = animationControl.createChannel();
完整的代码是
package adventure;
import com.jme3.system.AppSettings;
import java.io.File;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.animation.AnimChannel;
import com.jme3.animation.AnimControl;
import com.jme3.animation.AnimEventListener;
import com.jme3.animation.LoopMode;
import com.jme3.app.SimpleApplication;
import com.jme3.asset.BlenderKey;
import com.jme3.asset.plugins.HttpZipLocator;
import com.jme3.asset.plugins.ZipLocator;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.PhysicsSpace;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.control.BetterCharacterControl;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.input.ChaseCamera;
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.material.MaterialList;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.plugins.ogre.OgreMeshKey;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.input.MouseInput;
public class PyramidLevel extends SimpleApplication implements ActionListener,
AnimEventListener
private Node gameLevel;
private static boolean useHttp = false;
private BulletAppState bulletAppState;
private AnimChannel channel;
private AnimControl control;
// character
private BetterCharacterControl goblinControl;
private BetterCharacterControl ninjaControl;
private Node ninjaNode;
boolean rotate = false;
private Vector3f walkDirection = new Vector3f(0, 0, 0);
private Vector3f viewDirection = new Vector3f(1, 0, 0);
private boolean leftStrafe = false, rightStrafe = false, forward = false,
backward = false, leftRotate = false, rightRotate = false;
private Node goblinNode;
Spatial goblin;
RigidBodyControl terrainPhysicsNode;
// animation
AnimChannel animationChannel;
AnimChannel shootingChannel;
AnimControl animationControl;
float airTime = 0;
// camera
private boolean left = false, right = false, up = false, down = false,
attack = false;
ChaseCamera chaseCam;
private boolean walkMode = true;
FilterPostProcessor fpp;
private Spatial sceneModel;
private RigidBodyControl landscape;
public static void main(String[] args)
File file = new File("quake3level.zip");
if (!file.exists())
useHttp = true;
PyramidLevel app = new PyramidLevel();
AppSettings settings = new AppSettings(true);
settings.setTitle("Dungeon World");
settings.setSettingsDialogImage("Interface/splash.png");
app.setSettings(settings);
app.start();
@Override
public void simpleInitApp()
this.setDisplayStatView(false);
bulletAppState = new BulletAppState();
bulletAppState.setThreadingType(BulletAppState.ThreadingType.PARALLEL);
stateManager.attach(bulletAppState);
bulletAppState.setDebugEnabled(false);
setupKeys();
DirectionalLight dl = new DirectionalLight();
dl.setColor(ColorRGBA.White.clone().multLocal(2));
dl.setDirection(new Vector3f(-1, -1, -1).normalize());
rootNode.addLight(dl);
AmbientLight am = new AmbientLight();
am.setColor(ColorRGBA.White.mult(2));
rootNode.addLight(am);
if (useHttp)
assetManager
.registerLocator(
"http://jmonkeyengine.googlecode.com/files/quake3level.zip",
HttpZipLocator.class);
else
assetManager.registerLocator("quake3level.zip", ZipLocator.class);
// create the geometry and attach it
MaterialList matList = (MaterialList) assetManager
.loadAsset("Scene.material");
OgreMeshKey key = new OgreMeshKey("main.meshxml", matList);
gameLevel = (Node) assetManager.loadAsset(key);
gameLevel.setLocalScale(0.1f);
gameLevel.addControl(new RigidBodyControl(0));
getPhysicsSpace().addAll(gameLevel);
rootNode.attachChild(gameLevel);
getPhysicsSpace().addAll(gameLevel);
createCharacters();
setupAnimationController();
setupChaseCamera();
setupFilter();
private void setupFilter()
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects);
fpp.addFilter(bloom);
viewPort.addProcessor(fpp);
private PhysicsSpace getPhysicsSpace()
return bulletAppState.getPhysicsSpace();
private void setupKeys()
inputManager.addMapping("wireframe", new KeyTrigger(KeyInput.KEY_T));
inputManager.addListener(this, "wireframe");
inputManager.addMapping("CharLeft", new KeyTrigger(KeyInput.KEY_A));
inputManager.addMapping("CharRight", new KeyTrigger(KeyInput.KEY_D));
inputManager.addMapping("CharUp", new KeyTrigger(KeyInput.KEY_W));
inputManager.addMapping("CharDown", new KeyTrigger(KeyInput.KEY_S));
inputManager
.addMapping("CharSpace", new KeyTrigger(KeyInput.KEY_SPACE));
inputManager.addMapping("CharShoot", new MouseButtonTrigger(
MouseInput.BUTTON_LEFT));
inputManager.addListener(this, "CharLeft");
inputManager.addListener(this, "CharRight");
inputManager.addListener(this, "CharUp");
inputManager.addListener(this, "CharDown");
inputManager.addListener(this, "CharSpace");
inputManager.addListener(this, "CharShoot");
private void createNinja()
ninjaNode = (Node) assetManager
.loadModel("Models/Ninja/Ninja.mesh.xml");
ninjaNode.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
ninjaNode.setLocalScale(0.06f);
ninjaNode.setLocalTranslation(new Vector3f(55, 3.3f, -60));
ninjaControl = new BetterCharacterControl(2, 4, 0.5f);
ninjaControl.setJumpForce(new Vector3f(6, 6, 6));
ninjaNode.addControl(ninjaControl);
rootNode.attachChild(ninjaNode);
bulletAppState.getPhysicsSpace().add(ninjaControl);
getPhysicsSpace().add(ninjaControl);
animationControl = ninjaNode.getControl(AnimControl.class);
animationChannel = animationControl.createChannel();
private void createGoblin()
goblinNode = (Node) assetManager
.loadModel("objects/goblin.j3o");
goblinNode.setShadowMode(RenderQueue.ShadowMode.CastAndReceive);
goblinNode.setLocalScale(4f);
goblinNode.setLocalTranslation(new Vector3f(51.5f, 3.3f, -60));
goblinControl = new BetterCharacterControl(2, 4, 0.5f);
goblinControl.setJumpForce(new Vector3f(6, 6, 6));
goblinNode.addControl(goblinControl);
rootNode.attachChild(goblinNode);
bulletAppState.getPhysicsSpace().add(goblinControl);
getPhysicsSpace().add(goblinControl);
animationControl = goblinNode.getControl(AnimControl.class);
animationChannel = animationControl.createChannel();
private void createCharacters()
CapsuleCollisionShape capsule = new CapsuleCollisionShape(0.05f, 0.05f);
createNinja();
ninjaControl.setViewDirection(new Vector3f(0, 0, 1));
//getPhysicsSpace().add(ninjaControl);
createGoblin();
BlenderKey blenderKey = new BlenderKey("Models/Oto/Oto.mesh.xml");
Spatial man = (Spatial) assetManager.loadModel(blenderKey);
man.setLocalTranslation(new Vector3f(69, 15, -60));
man.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(man);
//goblin = assetManager.loadModel("objects/goblin.j3o");
//goblin.scale(4f, 4f, 4f);
//goblinControl = new BetterCharacterControl(2,3,0.5f);
//goblin.addControl(goblinControl);
//goblinControl.setPhysicsLocation(new Vector3f(60, 3.5f, -60));
//goblin.setLocalTranslation(new Vector3f(150,70.5f, -5));
//control = goblin.getControl(AnimControl.class);
//control.addListener(this);
//channel = control.createChannel();
// for (String anim : control.getAnimationNames())
// System.out.println("goblin can:"+anim);
//channel.setAnim("walk");
//goblin.setLocalTranslation(new Vector3f(51.5f, 3, -55));
//rootNode.attachChild(goblin);
//getPhysicsSpace().add(goblinControl);
Spatial monster = assetManager
.loadModel("objects/creatures/monster/monster.packed.j3o");
Spatial monster2 = assetManager.loadModel("Models/Jaime/Jaime.j3o");
monster2.scale(5f, 5f, 5f);
monster.scale(2f, 2f, 2f);
monster.setLocalTranslation(new Vector3f(53, 3, -55));
monster2.setLocalTranslation(new Vector3f(48, 3, -55));
rootNode.attachChild(monster2);
rootNode.attachChild(monster);
private void setupChaseCamera()
flyCam.setEnabled(false);
chaseCam = new ChaseCamera(cam, ninjaNode, inputManager);
chaseCam.setDefaultDistance(37);
private void setupAnimationController()
animationControl = ninjaNode.getControl(AnimControl.class);
animationControl.addListener(this);
animationChannel = animationControl.createChannel();
@Override
public void simpleUpdate(float tpf)
//goblinControl.setWalkDirection(goblin.getLocalRotation()
// .mult(Vector3f.UNIT_Z).multLocal(0.4f));
Vector3f camDir = cam.getDirection().clone().multLocal(8f);
Vector3f camLeft = cam.getLeft().clone().multLocal(8f);
camDir.y = 0;
camLeft.y = 0;
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());
// if (attack)
// animationChannel.setAnim("Attack1");
// animationChannel.setLoopMode(LoopMode.DontLoop);
//
if (!ninjaControl.isOnGround())
airTime = airTime + tpf;
else
airTime = 0;
if (walkDirection.length() == 0)
if (!"Idle1".equals(animationChannel.getAnimationName()))
animationChannel.setAnim("Idle1", 1f);
else
ninjaControl.setViewDirection(walkDirection.negate());
if (airTime > .3f)
if (!"stand".equals(animationChannel.getAnimationName()))
animationChannel.setAnim("Idle1");
else if (!"Walk".equals(animationChannel.getAnimationName()))
animationChannel.setAnim("Walk", 1f);
ninjaControl.setWalkDirection(walkDirection);
/*
* Ninja can: Walk Ninja can: Kick Ninja can: JumpNoHeight Ninja can: Jump
* Ninja can: Spin Ninja can: Attack1 Ninja can: Idle1 Ninja can: Attack3
* Ninja can: Idle2 Ninja can: Attack2 Ninja can: Idle3 Ninja can: Stealth
* Ninja can: Death2 Ninja can: Death1 Ninja can: HighJump Ninja can:
* SideKick Ninja can: Backflip Ninja can: Block Ninja can: Climb Ninja can:
* Crouch
*/
public void onAction(String binding, boolean value, float tpf)
if (binding.equals("CharLeft"))
if (value)
left = true;
else
left = false;
else if (binding.equals("CharRight"))
if (value)
right = true;
else
right = false;
else if (binding.equals("CharUp"))
if (value)
up = true;
else
up = false;
else if (binding.equals("CharDown"))
if (value)
down = true;
else
down = false;
else if (binding.equals("CharSpace"))
// character.jump();
ninjaControl.jump();
else if (binding.equals("CharShoot") && value)
// bulletControl();
Vector3f origin = cam.getWorldCoordinates(
inputManager.getCursorPosition(), 0.0f);
Vector3f direction = cam.getWorldCoordinates(
inputManager.getCursorPosition(), 0.0f);
// direction.subtractLocal(origin).normalizeLocal();
// character.setWalkDirection(location);
System.out.println("origin" + origin);
System.out.println("direction" + direction);
// character.setViewDirection(direction);
animationChannel.setAnim("Attack3");
animationChannel.setLoopMode(LoopMode.DontLoop);
public void onAnimCycleDone(AnimControl control, AnimChannel channel,
String animName)
if (channel == shootingChannel)
channel.setAnim("Idle1");
public void onAnimChange(AnimControl control, AnimChannel channel,
String animName)
public Node getGameLevel()
return gameLevel;
public void setGameLevel(Node gameLevel)
this.gameLevel = gameLevel;
public static boolean isUseHttp()
return useHttp;
public static void setUseHttp(boolean useHttp)
PyramidLevel.useHttp = useHttp;
public BulletAppState getBulletAppState()
return bulletAppState;
public void setBulletAppState(BulletAppState bulletAppState)
this.bulletAppState = bulletAppState;
public AnimChannel getChannel()
return channel;
public void setChannel(AnimChannel channel)
this.channel = channel;
public AnimControl getControl()
return control;
public void setControl(AnimControl control)
this.control = control;
public BetterCharacterControl getGoblincharacter()
return goblinControl;
public void setGoblincharacter(BetterCharacterControl goblincharacter)
this.goblinControl = goblincharacter;
public BetterCharacterControl getCharacterControl()
return ninjaControl;
public void setCharacterControl(BetterCharacterControl characterControl)
this.ninjaControl = characterControl;
public Node getCharacterNode()
return ninjaNode;
public void setCharacterNode(Node characterNode)
this.ninjaNode = characterNode;
public boolean isRotate()
return rotate;
public void setRotate(boolean rotate)
this.rotate = rotate;
public Vector3f getWalkDirection()
return walkDirection;
public void setWalkDirection(Vector3f walkDirection)
this.walkDirection = walkDirection;
public Vector3f getViewDirection()
return viewDirection;
public void setViewDirection(Vector3f viewDirection)
this.viewDirection = viewDirection;
public boolean isLeftStrafe()
return leftStrafe;
public void setLeftStrafe(boolean leftStrafe)
this.leftStrafe = leftStrafe;
public boolean isRightStrafe()
return rightStrafe;
public void setRightStrafe(boolean rightStrafe)
this.rightStrafe = rightStrafe;
public boolean isForward()
return forward;
public void setForward(boolean forward)
this.forward = forward;
public boolean isBackward()
return backward;
public void setBackward(boolean backward)
this.backward = backward;
public boolean isLeftRotate()
return leftRotate;
public void setLeftRotate(boolean leftRotate)
this.leftRotate = leftRotate;
public boolean isRightRotate()
return rightRotate;
public void setRightRotate(boolean rightRotate)
this.rightRotate = rightRotate;
public Node getModel()
return goblinNode;
public void setModel(Node model)
this.goblinNode = model;
public Spatial getGoblin()
return goblin;
public void setGoblin(Spatial goblin)
this.goblin = goblin;
public RigidBodyControl getTerrainPhysicsNode()
return terrainPhysicsNode;
public void setTerrainPhysicsNode(RigidBodyControl terrainPhysicsNode)
this.terrainPhysicsNode = terrainPhysicsNode;
public AnimChannel getAnimationChannel()
return animationChannel;
public void setAnimationChannel(AnimChannel animationChannel)
this.animationChannel = animationChannel;
public AnimChannel getShootingChannel()
return shootingChannel;
public void setShootingChannel(AnimChannel shootingChannel)
this.shootingChannel = shootingChannel;
public AnimControl getAnimationControl()
return animationControl;
public void setAnimationControl(AnimControl animationControl)
this.animationControl = animationControl;
public float getAirTime()
return airTime;
public void setAirTime(float airTime)
this.airTime = airTime;
public boolean isLeft()
return left;
public void setLeft(boolean left)
this.left = left;
public boolean isRight()
return right;
public void setRight(boolean right)
this.right = right;
public boolean isUp()
return up;
public void setUp(boolean up)
this.up = up;
public boolean isDown()
return down;
public void setDown(boolean down)
this.down = down;
public boolean isAttack()
return attack;
public void setAttack(boolean attack)
this.attack = attack;
public ChaseCamera getChaseCam()
return chaseCam;
public void setChaseCam(ChaseCamera chaseCam)
this.chaseCam = chaseCam;
public boolean isWalkMode()
return walkMode;
public void setWalkMode(boolean walkMode)
this.walkMode = walkMode;
public FilterPostProcessor getFpp()
return fpp;
public void setFpp(FilterPostProcessor fpp)
this.fpp = fpp;
public Spatial getSceneModel()
return sceneModel;
public void setSceneModel(Spatial sceneModel)
this.sceneModel = sceneModel;
public RigidBodyControl getLandscape()
return landscape;
public void setLandscape(RigidBodyControl landscape)
this.landscape = landscape;
您可以下载我的游戏的demo,但我如何改善行走?
更新
我在 jmonkeyforum 的followup 也有 0 条回复。
【问题讨论】:
【参考方案1】:为此,您需要更改最大斜率的值:
setMaxSlope()
来自 jmonkey 网站:
"How steep the slopes and steps are that the character can climb without considering them
an obstacle. Higher obstacles need to be jumped. Vertical height in world units."
阅读本文,我相信它的工作方式类似于在世界上移动 1 个单位时,角色可以经历的最大高度变化是多少。如果您将其设置为台阶的大小(或为安全起见大于
来源: http://hub.jmonkeyengine.org/wiki/doku.php/jme3:advanced:walking_character#charactercontrol 之前为 Jmonkey 开发
【讨论】:
感谢您的回答!是的,我想使用setMaxSlope()
是完全正确的,但它似乎在BetterCharacterControl
升级中不可用,这会破坏我的功能。你能告诉我该怎么做吗,它曾经在旧版本中工作得更好,但现在使用BetterCharacterControl
它在角色相互推动时工作。请帮忙,在尝试升级到 BetterCharacterControl
几个月后,我一直被困在这个问题上,现在终于成功了,注意到它破坏了 maxslope 功能。
就是这个类:hub.jmonkeyengine.org/wiki/doku.php/…
嗯,你可以试着在走路时增加一个向上的力量,这不足以抵消重力但足以让它向上推?让我看一下文档,如果有什么我会回复你的。
改变高度百分比可能是要走的路,如果角色从上次移动然后没有提高高度百分比,请检查更新。它可能会减慢上楼梯的速度,我不太清楚。看看 JMonkey,似乎大多数人仍在使用普通的 characterControl,最好采用你喜欢的 betterCharacterControl 并扩展 characterControl 以添加该功能?编辑:刚刚看到 JME3 背后的人说今年 3 月它还不稳定,也许等它成熟后再放吧?
我同意,但 JME 的人确实有他的理由:hub.jmonkeyengine.org/forum/topic/…以上是关于如何改善我的 3D 游戏的角色控制?的主要内容,如果未能解决你的问题,请参考以下文章
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