benckx / ouistiti

A basic camera manager for management/strategy games for jMonkeyEngine

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About

A basic camera system for 3D management/strategy games for jMonkeyEngine / LWJGL, that I developed while working on my game side project Everybody Loves Bricks.

Ouistiti is French for Callithrix.

https://www.youtube.com/watch?v=s6HhQtTJuFI

Features

  • Move camera by holding right click
  • Move camera with WASD keys and/or arrow keys
  • Zoom in and out with the mouse wheel
  • Two view modes: Top view and "Isometric" view
  • Switch view with V (or use T for Top View, I for Isometric View)
  • Rotate with Q (counter-clockwise) and E (clockwise) on "world axis" (i.e. from player's perspective, the world rotates)
  • Rotate on "world axis" by holding right click + keep left Control pressed
  • Rotate on camera axis (from player's perspective, camera rotates on its axis like a security camera) by holding right click + keep left Shift pressed

Default key mappings can be overridden.

The library is designed with the floor sitting in the XY plane, assuming it makes sense to program your game characters, units, buildings, etc. on a XY tiled grid.

Usage

Import with Gradle

repositories {
    maven { url "https://jitpack.io" }
}

dependencies {
    compile "com.github.benckx:ouistiti:2.1.1"
}

Kotlin

import be.encelade.ouistiti.CameraManager
import com.jme3.app.SimpleApplication

//...

class DemoSimpleApp : SimpleApplication() {

    lateinit var cameraManager: CameraManager

    override fun simpleInitApp() {
        cameraManager = CameraManager(this)
        cameraManager.addDefaultKeyMappings()
    }

    override fun simpleUpdate(tpf: Float) {
        cameraManager.simpleUpdate(tpf)
    }

}

Java

import be.encelade.ouistiti.CameraManager;
import com.jme3.app.SimpleApplication;

// ...

public static class DemoSimpleApp extends SimpleApplication {

    CameraManager cameraManager;

    @Override
    public void simpleInitApp() {
        cameraManager = new CameraManager(this, ISOMETRIC_VIEW, new DefaultCameraSpeedCalculator());
        cameraManager.addDefaultKeyMappings();
    }

    @Override
    public void simpleUpdate(float tpf) {
        cameraManager.simpleUpdate(tpf);
    }

}

Examples

In Kotlin

https://github.com/benckx/ouistiti/blob/master/src/test/kotlin/Demo.kt

In Java

In a separate Java only sample project:
https://github.com/benckx/ouistiti-java-sample/blob/master/src/test/java/TestCameraManagerJava.java

Configuration

Camera Speed

Implement the following interface and pass it as parameter of CameraManager to customize the movement speed (excluding the tpf).

import com.jme3.scene.CameraNode

interface CameraSpeedCalculator {

    fun cursorMovementSpeed(cameraNode: CameraNode): Float

    fun keysMovementSpeed(cameraNode: CameraNode): Float

    fun zoomSpeed(value: Float, cameraNode: CameraNode): Float

    fun cameraRotationSpeed(cameraNode: CameraNode): Float

}

Change log

Version 2.1.1

  • Nothing changed, previous release failed

Version 2.1.0

  • Upgrade Kotlin from 1.5.21 to 1.6.21
  • Upgrade jMonkeyEngine3 from 3.4.0-stable to 3.5.2-stable
  • Change rotation keys from B, N to Q, E (closer to the WASD).

Version 2.0

  • Rotation:
    • Either on "world axis" (the world rotates)
    • Either on the camera axis
    • Before these changes, only 90° fixed rotations were enabled, therefore SIDE_VIEW has been removed (since it's now a specific case of the ISOMETRIC_VIEW). The 2 modes remaining are TOP_VIEW and ISOMETRIC_VIEW.
  • Move with WASD keys or arrow keys
  • Upgrade Kotlin from 1.4.20 to 1.5.21
  • Upgrade JME from 3.3.2-stable to 3.4.0-stable

Version 1.2

  • Use chimp-utils project
  • Update Kotlin from 1.4.10 to 1.4.20
  • Add more customizations settings (split CameraSpeedCalculator, split the different default key mappings, etc.)

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A basic camera manager for management/strategy games for jMonkeyEngine


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Language:Kotlin 100.0%