The goal: (the scale factor was changed to 7 for ease of view on my resolution)
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// most applications will want to extend the SimpleGame class import com.jme.app.SimpleGame; // a vector containing three float numbers; // used to store positions and translations import com.jme.math.Vector3f; // geometric shapes used in program import com.jme.scene.shape.Box; import com.jme.scene.shape.Sphere; // use predefined colors and create custom colors import com.jme.renderer.ColorRGBA; // work with basic materials import com.jme.scene.state.MaterialState; // process user input import com.jme.input.InputHandler; import com.jme.input.KeyInput; import com.jme.input.KeyBindingManager; import com.jme.input.FirstPersonHandler; // display text import com.jme.scene.Text; import com.jmex.font2d.Text2D; import com.jmex.font2d.Font2D; // an internal vertex of the scenegraph tree; // use to group together objects, // apply render settings, which affects all child vertices import com.jme.scene.Node; import com.jme.scene.Spatial; import com.jme.scene.Geometry; // methods to change render settings import com.jme.renderer.Renderer; /** * To add text to a scene, we need to * create a font object, a text object (using the font object), * and a node, with customized renderer settings, for attaching text. */ public class TextDemo extends SimpleGame { // a geometric shape that will be rendered Sphere mySphere; // create a font object, used to create a text object // and a node to which we can attach the text object Font2D myFont; Text2D myText; Node textNode; public static void main(String[] args) { // create an instance of this program TextDemo app = new TextDemo(); // before the main program starts, display the graphics configuration window // where the user can choose among screen resolution, color depth, and full screen options app.setConfigShowMode(ConfigShowMode.AlwaysShow); // The start() method runs simpleInitGame(), // then starts the game loop: simpleUpdate(), then simpleRender() // To terminate game loop, call finish() app.start(); } protected void simpleInitGame() { // make the standard cursor visible. org.lwjgl.input.Mouse.setGrabbed(false); // SimpleGame class defaults mouse behavior to rotate view; here we disable this. ((FirstPersonHandler)input).getMouseLookHandler().setEnabled(false); // create a material to apply to geometric objects, use objects' default color, // apply to front and back, and assign rendering to root node MaterialState customMaterial = display.getRenderer().createMaterialState(); customMaterial.setColorMaterial(MaterialState.ColorMaterial.AmbientAndDiffuse); customMaterial.setMaterialFace(MaterialState.MaterialFace.FrontAndBack); rootNode.setRenderState(customMaterial); // Parameters for the Sphere constructor: // Sphere( String name, Vector3f center, int zSamples, int radialSamples, float radius ) mySphere = new Sphere("s", new Vector3f(0,0,0), 30, 30, 2 ); mySphere.setDefaultColor( ColorRGBA.gray ); rootNode.attachChild( mySphere ); // assign (bind) strings to keys KeyBindingManager.getKeyBindingManager().set( "sphereRed", KeyInput.KEY_1 ); KeyBindingManager.getKeyBindingManager().set( "sphereGreen", KeyInput.KEY_2 ); KeyBindingManager.getKeyBindingManager().set( "sphereBlue", KeyInput.KEY_3 ); // create default font. // optional parameter: bitmap font filename. myFont = new Font2D(); // create a text object using previously created font; // numeric parameters are meaningless (not implemented) // default font size is always 12 point, plain style myText = myFont.createText("Hello World!", 12, 0); // set location of text bottom-left corner: x,y,0 (pixels) myText.setLocalTranslation( 100, 20, 0 ); // set text scale myText.setLocalScale( 1 ); // set color for text myText.setTextColor( ColorRGBA.yellow ); // set up Node to hold text object textNode = new Node(); // queue: order in which items are rendered. // QUEUE_ORTHO: drawn last, so it appears on top. textNode.setRenderQueueMode(Renderer.QUEUE_ORTHO); // turn off lighting effects for this object textNode.setLightCombineMode(Spatial.LightCombineMode.Off); // attach nodes to scenegraph so that they are rendered textNode.attachChild( myText ); rootNode.attachChild( textNode ); } protected void simpleUpdate() { // process input entered since last update. // boolean parameter: // true - activate continuously when key is down; // false - activate only once per key press if (KeyBindingManager.getKeyBindingManager().isValidCommand("sphereRed", false)) { mySphere.setDefaultColor( ColorRGBA.red ); // call updateRenderState() whenever appearance of an object changes mySphere.updateRenderState(); myText.setText("The Sphere is Red!"); myText.setTextColor( ColorRGBA.red ); } if (KeyBindingManager.getKeyBindingManager().isValidCommand("sphereGreen", false)) { mySphere.setDefaultColor( ColorRGBA.green ); mySphere.updateRenderState(); myText.setText("The Sphere is Green!"); myText.setTextColor( ColorRGBA.green ); } if (KeyBindingManager.getKeyBindingManager().isValidCommand("sphereBlue", false)) { mySphere.setDefaultColor( ColorRGBA.blue ); mySphere.updateRenderState(); myText.setText("The Sphere is Blue!"); myText.setTextColor( ColorRGBA.blue ); } } protected void simpleRender() { // nothing to add } }