/*
* 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.action.Action;
import com.almasb.fxgl.ecs.action.ActionControl;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.entity.GameEntity;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.settings.GameSettings;
import javafx.geometry.Point2D;
import javafx.scene.input.MouseButton;
import javafx.scene.shape.Rectangle;
/**
* Shows how to make entities perform actions.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class EntityActionSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("EntityActionSample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(false);
settings.setCloseConfirmation(false);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
private GameEntity entity;
@Override
protected void initInput() {
getInput().addAction(new UserAction("Move Now") {
@Override
protected void onActionBegin() {
entity.getControlUnsafe(ActionControl.class).clearActions();
entity.getControlUnsafe(ActionControl.class)
.addAction(new MoveAction(getInput().getMouseXWorld(), getInput().getMouseYWorld()));
}
}, MouseButton.PRIMARY);
getInput().addAction(new UserAction("Queue Move Action") {
@Override
protected void onActionBegin() {
entity.getControlUnsafe(ActionControl.class)
.addAction(new MoveAction(getInput().getMouseXWorld(), getInput().getMouseYWorld()));
}
}, MouseButton.SECONDARY);
}
@Override
protected void initGame() {
entity = Entities.builder()
.at(400, 300)
.viewFromNode(new Rectangle(40, 40))
.with(new ActionControl<GameEntity>())
.buildAndAttach(getGameWorld());
}
private class MoveAction extends Action<GameEntity> {
private double x, y;
private double speed;
public MoveAction(double x, double y) {
this.x = x;
this.y = y;
}
@Override
public boolean isComplete() {
return getEntity().getPosition().distance(x, y) < speed;
}
@Override
public void onUpdate(GameEntity entity, double tpf) {
speed = 150 * tpf;
entity.translateTowards(new Point2D(x, y), speed);
}
}
public static void main(String[] args) {
launch(args);
}
}