/* * 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); } }