/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package com.almasb.fxglgames.pong;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.entity.GameEntity;
import com.almasb.fxgl.entity.component.CollidableComponent;
import com.almasb.fxgl.physics.BoundingShape;
import com.almasb.fxgl.physics.HitBox;
import com.almasb.fxgl.physics.PhysicsComponent;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
/**
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class PongFactory {
private final GameMode mode;
public PongFactory(GameMode mode) {
this.mode = mode;
}
public GameEntity newBall(double x, double y) {
GameEntity ball = Entities.builder()
.at(x, y)
.type(EntityType.BALL)
.bbox(new HitBox("BODY", BoundingShape.circle(5)))
.viewFromNode(new Circle(5, Color.LIGHTGRAY))
.build();
if (mode == GameMode.SP || mode == GameMode.MP_HOST) {
PhysicsComponent ballPhysics = new PhysicsComponent();
ballPhysics.setBodyType(BodyType.DYNAMIC);
FixtureDef def = new FixtureDef();
def.setDensity(0.3f);
def.setRestitution(1.0f);
ballPhysics.setFixtureDef(def);
ballPhysics.setOnPhysicsInitialized(() -> ballPhysics.setLinearVelocity(5 * 60, -5 * 60));
ball.addComponent(ballPhysics);
ball.addComponent(new CollidableComponent(true));
ball.addControl(new BallControl());
}
return ball;
}
public GameEntity newBat(double x, double y, boolean isPlayer) {
GameEntity bat = Entities.builder()
.at(x, y)
.type(isPlayer ? EntityType.PLAYER_BAT : EntityType.ENEMY_BAT)
.viewFromNodeWithBBox(new Rectangle(20, 60, Color.LIGHTGRAY))
.build();
if (mode == GameMode.SP || mode == GameMode.MP_HOST) {
PhysicsComponent batPhysics = new PhysicsComponent();
batPhysics.setBodyType(BodyType.KINEMATIC);
bat.addComponent(batPhysics);
bat.addControl(isPlayer || mode == GameMode.MP_HOST ? new BatControl() : new EnemyBatControl());
}
return bat;
}
}