/*
* 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 s03entities;
import com.almasb.fxgl.app.ApplicationMode;
import com.almasb.fxgl.app.GameApplication;
import com.almasb.fxgl.ecs.Entity;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.settings.GameSettings;
import com.almasb.fxgl.texture.AnimatedTexture;
import javafx.scene.input.KeyCode;
import javafx.util.Duration;
/**
* Shows how to use sprite sheet animations.
* Shows how to properly dispose of textures.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class AnimationSample2 extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("AnimationSample2");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(true);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
@Override
protected void initInput() {
getInput().addAction(new UserAction("Clean") {
@Override
protected void onActionBegin() {
if (playerTexture != null) {
// when cleaning first remove the entity using the texture
getGameWorld().getEntities().forEach(Entity::removeFromWorld);
// dispose of the texture
playerTexture.dispose();
// nullify the reference to texture
playerTexture = null;
}
}
}, KeyCode.F);
}
private AnimatedTexture playerTexture;
@Override
protected void initAssets() {
playerTexture = getAssetLoader().loadTexture("player.png")
.toAnimatedTexture(3, Duration.seconds(0.33));
}
@Override
protected void initGame() {
Entities.builder()
.at(150, 150)
.viewFromNode(playerTexture)
.buildAndAttach(getGameWorld());
}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {}
@Override
protected void onUpdate(double tpf) {}
public static void main(String[] args) {
launch(args);
}
}