/* * 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.towerfall; import com.almasb.fxgl.ai.AIControl; import com.almasb.fxgl.annotation.SetEntityFactory; import com.almasb.fxgl.annotation.SpawnSymbol; import com.almasb.fxgl.annotation.Spawns; import com.almasb.fxgl.app.FXGL; import com.almasb.fxgl.ecs.Entity; import com.almasb.fxgl.ecs.component.UserDataComponent; import com.almasb.fxgl.entity.*; import com.almasb.fxgl.entity.component.CollidableComponent; import com.almasb.fxgl.entity.control.ExpireCleanControl; import com.almasb.fxgl.entity.control.OffscreenCleanControl; import com.almasb.fxgl.physics.BoundingShape; import com.almasb.fxgl.physics.HitBox; import com.almasb.fxgl.physics.PhysicsComponent; import javafx.geometry.Point2D; import javafx.scene.paint.Color; import javafx.scene.paint.CycleMethod; import javafx.scene.paint.LinearGradient; import javafx.scene.paint.Stop; import javafx.scene.shape.Rectangle; import javafx.util.Duration; import org.jbox2d.dynamics.BodyType; /** * Arrow sprite from https://www.spriters-resource.com/game_boy_advance/justiceleagueheroestheflash/sheet/18563/ * * * * @author Almas Baimagambetov (almaslvl@gmail.com) */ @SetEntityFactory public class TowerfallFactory implements TextEntityFactory { @SpawnSymbol('B') public Entity newBackground(SpawnData data) { Rectangle rect = new Rectangle(1280, 720); rect.setFill(new LinearGradient(0, 0, 0, 720, false, CycleMethod.REFLECT, new Stop(0, Color.BLACK), new Stop(0.5, Color.GRAY))); return Entities.builder() .viewFromNode(new EntityView(rect, RenderLayer.BACKGROUND)) .build(); } @SpawnSymbol('1') public Entity newPlatform(SpawnData data) { return Entities.builder() .type(EntityType.PLATFORM) .at(data.getX(), data.getY()) .viewFromNodeWithBBox(FXGL.getAssetLoader().loadTexture("towerfall/brick.png", 40, 40)) .with(new CollidableComponent(true)) .with(new PhysicsComponent()) .build(); } @SpawnSymbol('P') public Entity newPlayer(SpawnData data) { PhysicsComponent physics = new PhysicsComponent(); physics.setBodyType(BodyType.DYNAMIC); return Entities.builder() .type(EntityType.PLAYER) .at(data.getX(), data.getY()) .viewFromNode(new Rectangle(36, 36, Color.BLUE)) .bbox(new HitBox("Main", BoundingShape.circle(18))) .with(physics) .with(new CharacterControl()) .build(); } @Spawns("Enemy") @SpawnSymbol('E') public Entity newEnemy(SpawnData data) { PhysicsComponent physics = new PhysicsComponent(); physics.setBodyType(BodyType.DYNAMIC); return Entities.builder() .type(EntityType.ENEMY) .at(data.getX(), data.getY()) .viewFromNode(new Rectangle(36, 36, Color.RED)) .bbox(new HitBox("Main", BoundingShape.circle(18))) .with(physics, new CollidableComponent(true)) .with(new CharacterControl(), new AIControl("towerfall/enemy_easy.tree")) .build(); } @Spawns("Arrow") public Entity newArrow(SpawnData data) { return Entities.builder() .type(EntityType.ARROW) .at(data.getX(), data.getY()) .viewFromNode(FXGL.getAssetLoader().loadTexture("towerfall/arrow.png", 35, 9)) .bbox(new HitBox("MAIN", BoundingShape.box(28, 8))) .with(new CollidableComponent(true), new UserDataComponent(data.get("shooter"))) .with(new OffscreenCleanControl(), new ExpireCleanControl(Duration.seconds(7)), new ArrowControl(data.<Point2D>get("velocity").normalize())) .build(); } @Override public char emptyChar() { return '0'; } @Override public int blockWidth() { return 40; } @Override public int blockHeight() { return 40; } }