/* * 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; } }