/*
* 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;
import javafx.scene.text.Text;
/**
* Shows how to rotation affects collisions.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class PhysicsSample2 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("PhysicsSample2");
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);
input.addAction(new UserAction("Rotate CCW") {
@Override
protected void onAction() {
player.rotateBy(-5);
}
}, KeyCode.Q);
input.addAction(new UserAction("Rotate CW") {
@Override
protected void onAction() {
player.rotateBy(5);
}
}, KeyCode.E);
}
@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(250, 40)))
.viewFromNode(new Rectangle(250, 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);
}
private boolean isColliding = false;
@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 onCollision(Entity player, Entity enemy) {
isColliding = true;
}
});
}
private Text text;
@Override
protected void initUI() {
text = getUIFactory().newText("");
text.setTranslateX(500);
text.setTranslateY(50);
text.setFill(Color.BLACK);
getGameScene().addUINode(text);
}
@Override
protected void onUpdate(double tpf) {
text.setText(player.getRotation() + " deg " + (isColliding ? "Colliding" : ""));
isColliding = false;
}
public static void main(String[] args) {
launch(args);
}
}