/*
* 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 s01basics;
import com.almasb.fxgl.app.ApplicationMode;
import com.almasb.fxgl.app.GameApplication;
import com.almasb.fxgl.ecs.Entity;
import com.almasb.fxgl.entity.EntityView;
import com.almasb.fxgl.entity.component.PositionComponent;
import com.almasb.fxgl.entity.component.RotationComponent;
import com.almasb.fxgl.entity.component.TypeComponent;
import com.almasb.fxgl.entity.component.ViewComponent;
import com.almasb.fxgl.settings.GameSettings;
import javafx.scene.shape.Rectangle;
/**
* Shows how to init a basic game object and attach it to the world
* using predefined GameEntity.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class InitSample extends GameApplication {
// 1. define types of entities in the game using Enum
private enum Type {
PLAYER
}
// make the field instance level
// but do NOT init here for properly functioning save-load system
private Entity player;
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("InitSample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(false);
settings.setCloseConfirmation(false);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
@Override
protected void initInput() {}
@Override
protected void initAssets() {}
@Override
protected void initGame() {
// 2. create entity and add necessary components
player = new Entity();
// give it a type
player.addComponent(new TypeComponent(Type.PLAYER));
// set entity position to x = 100, y = 100
player.addComponent(new PositionComponent(100, 100));
// set rotation before adding a view
player.addComponent(new RotationComponent());
// create graphics for entity
Rectangle graphics = new Rectangle(40, 40);
// set graphics to entity
player.addComponent(new ViewComponent(new EntityView(graphics)));
// 3. add entity to game world
getGameWorld().addEntity(player);
}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {}
@Override
protected void onUpdate(double tpf) {}
public static void main(String[] args) {
launch(args);
}
}