Package com.jme3.system

Examples of com.jme3.system.AppSettings


    public void start() {
        // set some default settings in-case
        // settings dialog is not shown
        boolean loadSettings = false;
        if (settings == null) {
            setSettings(new AppSettings(true));
            loadSettings = true;
        }

        // show settings dialog
        if (showSettings) {
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    // switching game logic between human and AI versions is too complicated to manage without the AIAppState and HumanAppState delegates.

    TheMatrix theMatrix = new TheMatrix(GameView.GOD_VIEW, new HumanAppState());
    theMatrix.setShowSettings(false);
    AppSettings settings = new AppSettings(true);
    settings.setResolution(1300, 700);
    settings.setTitle("The Matrix");
    theMatrix.setSettings(settings);
    theMatrix.start();
  }
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    simpleBrain = new SimpleBrain();

    roboticArm = new RoboticArm(NUM_JOINTS, START_LEVEL_ID, NUM_TARGETS_PER_LEVEL);
    roboticArm.setShowSettings(false);
    AppSettings settings = new AppSettings(true);
    settings.setResolution(480, 480);
    settings.setTitle("Proprioceptron - Simple Test Brain");
    settings.setFrameRate(60);
    roboticArm.setSettings(settings);
    roboticArm.addChangeListener(this);
    roboticArm.start();

  }
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    simpleBrain = new SimpleBrain();
    // switching game logic between human and AI versions is too complicated to manage without the AIAppState and HumanAppState delegates.
    theMatrix = new TheMatrix(GameView.GOD_VIEW, new AIAppState());

    theMatrix.setShowSettings(false);
    AppSettings settings = new AppSettings(true);
    settings.setResolution(1300, 700);
    settings.setTitle("The Matrix");
    theMatrix.setSettings(settings);
    theMatrix.addChangeListener(this);
    theMatrix.start();
  }
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    // jme3 logging level
    Logger.getLogger("com.jme3").setLevel(Level.FINEST);

    roboticArm.setShowSettings(false);
    AppSettings settings = new AppSettings(true);
    settings.setResolution(500, 500);
    settings.setTitle("Robotic Arm App - " + numJoints + " Joints");
    roboticArm.setSettings(settings);
    roboticArm.addChangeListener(this);

  }
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   */
  public HumanBrainRoboticArmApp() {

    roboticArm = new RoboticArm(NUM_JOINTS, START_LEVEL_ID, NUM_TARGETS_PER_LEVEL);
    roboticArm.setShowSettings(false);
    AppSettings settings = new AppSettings(true);
    settings.setResolution(480, 480);
    settings.setTitle("Proprioceptron - Human Input");
    settings.setFrameRate(60);
    roboticArm.setSettings(settings);
    roboticArm.start();

  }
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    public void simpleRender(RenderManager rm) {
        //TODO: add render code
    }
   
    public static void main(String[] args) {
        AppSettings settings = new AppSettings(true);
        settings.setResolution(1024, 768);
        Main app = new Main();
        app.setShowSettings(false);
        app.setSettings(settings);
        app.start();
    }
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        log.setLevel(Level.INFO);

        stateManager = new AppStateManager(this);
        stateManager.attach(new ResetStatsState());

        settings = new AppSettings(false);
        settings.setAlphaBits(0);
        settings.setAudioRenderer("LWJGL");
        settings.setBitsPerPixel(24);
        settings.setDepthBits(24);
        settings.setEmulateMouse(false);                                        // use touch device
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     * Init panel sets up the 3d game canvas aswell as the Jframe to attach the
     * game canvas and all the Swing buttons
     */
    public void initPanel() {
        //Creates the settings for the JME canvas
        settings = new AppSettings(true);
        settings.setWidth(640);
        settings.setHeight(480);

        //Sets the settings to the game client
        gameClient.setSettings(settings);
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    */
    Geometry g = new Geometry("Bubble", b);
    g.rotate(FastMath.HALF_PI, 0, FastMath.HALF_PI);
    //g.scale(1, 1, -1);
    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
    Texture tex = assetManager.loadTexture("Textures/test3.png");
    mat.setTexture("ColorMap", tex);
    //mat.setColor("Color", ColorRGBA.Blue);
    //mat.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
    g.setMaterial(mat);
   
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