/* * 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 s04physics; 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.entity.GameEntity; import com.almasb.fxgl.entity.component.CollidableComponent; import com.almasb.fxgl.input.UserAction; import com.almasb.fxgl.physics.BoundingShape; import com.almasb.fxgl.physics.CollisionHandler; import com.almasb.fxgl.physics.HitBox; import com.almasb.fxgl.physics.PhysicsWorld; import com.almasb.fxgl.service.Input; import com.almasb.fxgl.settings.GameSettings; import common.PlayerControl; import javafx.scene.input.KeyCode; import javafx.scene.paint.Color; import javafx.scene.shape.Rectangle; /** * Shows how to use collision handlers and define hitboxes for entities. * When app is running, use WASD to control player and see how collisions are fired * when player and enemy overlap. */ public class PhysicsSample extends GameApplication { private enum Type { PLAYER, ENEMY } private GameEntity player, enemy; private PlayerControl playerControl; @Override protected void initSettings(GameSettings settings) { settings.setWidth(800); settings.setHeight(600); settings.setTitle("PhysicsSample"); settings.setVersion("0.1"); settings.setFullScreen(false); settings.setIntroEnabled(false); settings.setMenuEnabled(false); settings.setProfilingEnabled(true); settings.setApplicationMode(ApplicationMode.DEVELOPER); } @Override protected void initInput() { Input input = getInput(); input.addAction(new UserAction("Move Left") { @Override protected void onAction() { playerControl.left(); } }, KeyCode.A); input.addAction(new UserAction("Move Right") { @Override protected void onAction() { playerControl.right(); } }, KeyCode.D); input.addAction(new UserAction("Move Up") { @Override protected void onAction() { playerControl.up(); } }, KeyCode.W); input.addAction(new UserAction("Move Down") { @Override protected void onAction() { playerControl.down(); } }, KeyCode.S); } @Override protected void initAssets() {} @Override protected void initGame() { playerControl = new PlayerControl(); player = Entities.builder() .type(Type.PLAYER) .at(100, 100) // 1. define hit boxes manually .bbox(new HitBox("PLAYER_BODY", BoundingShape.box(40, 40))) .viewFromNode(new Rectangle(40, 40, Color.BLUE)) .with(playerControl) .build(); enemy = Entities.builder() .type(Type.ENEMY) .at(200, 100) // OR let the view generate it from view data .viewFromNodeWithBBox(new Rectangle(40, 40, Color.RED)) .build(); // 2. we need to add Collidable component and set its value to true // so that collision system can 'see' our entities player.addComponent(new CollidableComponent(true)); enemy.addComponent(new CollidableComponent(true)); getGameWorld().addEntities(player, enemy); } @Override protected void initPhysics() { // 3. get physics world and register a collision handler // between Type.PLAYER and Type.ENEMY PhysicsWorld physics = getPhysicsWorld(); physics.addCollisionHandler(new CollisionHandler(Type.PLAYER, Type.ENEMY) { @Override protected void onHitBoxTrigger(Entity player, Entity enemy, HitBox playerBox, HitBox enemyBox) { System.out.println(playerBox.getName() + " X " + enemyBox.getName()); } // the order of entities is determined by // the order of their types passed into constructor @Override protected void onCollisionBegin(Entity player, Entity enemy) { System.out.println("On Collision Begin"); } @Override protected void onCollision(Entity player, Entity enemy) { System.out.println("On Collision"); } @Override protected void onCollisionEnd(Entity player, Entity enemy) { System.out.println("On Collision End"); } }); } @Override protected void initUI() {} @Override protected void onUpdate(double tpf) {} public static void main(String[] args) { launch(args); } }