/*
* 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.spaceinvaders.collision;
import com.almasb.fxgl.annotation.AddCollisionHandler;
import com.almasb.fxgl.app.FXGL;
import com.almasb.fxgl.ecs.Entity;
import com.almasb.fxgl.effect.ParticleControl;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.entity.GameWorld;
import com.almasb.fxgl.entity.component.PositionComponent;
import com.almasb.fxgl.entity.component.ViewComponent;
import com.almasb.fxgl.entity.control.ExpireCleanControl;
import com.almasb.fxgl.physics.CollisionHandler;
import com.almasb.fxglgames.spaceinvaders.ExplosionEmitter;
import com.almasb.fxglgames.spaceinvaders.SpaceInvadersType;
import com.almasb.fxglgames.spaceinvaders.component.HPComponent;
import com.almasb.fxglgames.spaceinvaders.component.OwnerComponent;
import com.almasb.fxglgames.spaceinvaders.event.GameEvent;
import javafx.geometry.Point2D;
import javafx.scene.effect.BlendMode;
import javafx.util.Duration;
/**
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
@AddCollisionHandler
public class BulletEnemyHandler extends CollisionHandler {
public BulletEnemyHandler() {
super(SpaceInvadersType.BULLET, SpaceInvadersType.ENEMY);
}
@Override
protected void onCollisionBegin(Entity bullet, Entity enemy) {
Object owner = bullet.getComponentUnsafe(OwnerComponent.class).getValue();
// some enemy shot the bullet, skip collision handling
if (owner == SpaceInvadersType.ENEMY) {
return;
}
GameWorld world = (GameWorld) bullet.getWorld();
Point2D hitPosition = bullet.getComponentUnsafe(PositionComponent.class).getValue();
bullet.removeFromWorld();
HPComponent hp = enemy.getComponentUnsafe(HPComponent.class);
hp.setValue(hp.getValue() - 1);
if (hp.getValue() <= 0) {
//FXGL.getMasterTimer().runOnceAfter(() -> {
Entity entity = new Entity();
entity.addComponent(new PositionComponent(Entities.getBBox(enemy).getCenterWorld()));
entity.addControl(new ParticleControl(new ExplosionEmitter()));
entity.addControl(new ExpireCleanControl(Duration.seconds(1)));
world.addEntity(entity);
world.spawn("Explosion", Entities.getBBox(enemy).getCenterWorld());
enemy.removeFromWorld();
//}, Duration.seconds(0.1));
FXGL.getAudioPlayer().playSound("explosion.wav");
FXGL.getEventBus().fireEvent(new GameEvent(GameEvent.ENEMY_KILLED));
} else {
world.spawn("LaserHit", hitPosition);
// make enemy look red
enemy.getComponentUnsafe(ViewComponent.class).getView().setBlendMode(BlendMode.RED);
// return enemy look to normal
FXGL.getMasterTimer()
.runOnceAfter(() -> {
if (enemy.isActive())
enemy.getComponentUnsafe(ViewComponent.class).getView().setBlendMode(null);
}, Duration.seconds(0.33));
}
}
}