Hopefully this is my LAST QUESTION!! D:< Anyway, I saw a code on lloydgoodall.com for an LWJGL FPCamera. It had SEVERAL errors, but I finally got to the (hopefully) last error. "Keyboard must be created before you can query key state"
My code:
import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.input.*;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.input.Keyboard;
//First Person Camera Controller
public class FPCameraController
{
//3d vector to store the camera's position in
private Vector3f position = null;
//the rotation around the Y axis of the camera
private float yaw = 0.0f;
//the rotation around the X axis of the camera
private float pitch = 0.0f;
//Constructor that takes the starting x, y, z location of the camera
public FPCameraController(float x, float y, float z)
{
//instantiate position Vector3f to the x y z params.
position = new Vector3f(x, y, z);
}
//increment the camera's current yaw rotation
public void yaw(float amount)
{
//increment the yaw by the amount param
yaw += amount;
}
//increment the camera's current yaw rotation
public void pitch(float amount)
{
//increment the pitch by the amount param
pitch += amount;
}
//moves the camera forward relitive to its current rotation (yaw)
public void walkForward(float distance)
{
position.x -= distance * (float)Math.sin(Math.toRadians(yaw));
position.z += distance * (float)Math.cos(Math.toRadians(yaw));
}
//moves the camera backward relitive to its current rotation (yaw)
public void walkBackwards(float distance)
{
position.x += distance * (float)Math.sin(Math.toRadians(yaw));
position.z -= distance * (float)Math.cos(Math.toRadians(yaw));
}
//strafes the camera left relitive to its current rotation (yaw)
public void strafeLeft(float distance)
{
position.x -= distance * (float)Math.sin(Math.toRadians(yaw-90));
position.z += distance * (float)Math.cos(Math.toRadians(yaw-90));
}
//strafes the camera right relitive to its current rotation (yaw)
public void strafeRight(float distance)
{
position.x -= distance * (float)Math.sin(Math.toRadians(yaw+90));
position.z += distance * (float)Math.cos(Math.toRadians(yaw+90));
}
//translates and rotate the matrix so that it looks through the camera
//this dose basic what gluLookAt() does
public void lookThrough()
{
//roatate the pitch around the X axis
GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);
//roatate the yaw around the Y axis
GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);
//translate to the position vector's location
GL11.glTranslatef(position.x, position.y, position.z);
}
public static void main(String[] args)
{
FPCameraController camera = new FPCameraController(0, 0, 0);
float dx = 0.0f;
float dy = 0.0f;
float dt = 0.0f; //length of frame
float lastTime = 0.0f; // when the last frame was
float time = 0.0f;
float mouseSensitivity = 0.05f;
float movementSpeed = 10.0f; //move 10 units per second
//hide the mouse
Mouse.setGrabbed(true);
// keep looping till the display window is closed the ESC key is down
/*
while (!Display.isCloseRequested() &&
!Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
{
*/
time = Sys.getTime();
dt = (time - lastTime)/1000.0f;
lastTime = time;
//distance in mouse movement from the last getDX() call.
dx = Mouse.getDX();
//distance in mouse movement from the last getDY() call.
dy = Mouse.getDY();
//controll camera yaw from x movement fromt the mouse
camera.yaw(dx * mouseSensitivity);
//controll camera pitch from y movement fromt the mouse
camera.pitch(dy * mouseSensitivity);
//when passing in the distrance to move
//we times the movementSpeed with dt this is a time scale
//so if its a slow frame u move more then a fast frame
//so on a slow computer you move just as fast as on a fast computer
if (Keyboard.isKeyDown(Keyboard.KEY_W))//move forward
{
camera.walkForward(movementSpeed*dt);
}
if (Keyboard.isKeyDown(Keyboard.KEY_S))//move backwards
{
camera.walkBackwards(movementSpeed*dt);
}
if (Keyboard.isKeyDown(Keyboard.KEY_A))//strafe left
{
camera.strafeLeft(movementSpeed*dt);
}
if (Keyboard.isKeyDown(Keyboard.KEY_D))//strafe right
{
camera.strafeRight(movementSpeed*dt);
}
//set the modelview matrix back to the identity
GL11.glLoadIdentity();
//look through the camera before you draw anything
camera.lookThrough();
//you would draw your scene here.
//draw the buffer to the screen
Display.update();
}
}
Uhh... please help : D