/*
* 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.GameApplication;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.entity.EntityView;
import com.almasb.fxgl.physics.PhysicsComponent;
import com.almasb.fxgl.physics.RaycastResult;
import com.almasb.fxgl.settings.GameSettings;
import javafx.geometry.Point2D;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.scene.shape.Rectangle;
/**
* Shows how to use raycast.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class RaycastSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setTitle("RaycastSample");
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(false);
}
@Override
protected void initInput() {}
@Override
protected void initAssets() {}
private Line laser = new Line();
@Override
protected void initGame() {
spawnWall(500, 100, 50, 50);
spawnWall(550, 150, 50, 50);
spawnWall(600, 200, 50, 50);
spawnWall(600, 400, 50, 50);
spawnWall(300, 450, 50, 50);
spawnWall(500, 550, 50, 50);
spawnWall(300, 300, 50, 50);
laser.setStroke(Color.RED);
laser.setStrokeWidth(2);
laser.setStartY(300);
getGameScene().addGameView(new EntityView(laser));
}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {}
private double endY = -300;
@Override
protected void onUpdate(double tpf) {
laser.setEndX(getWidth());
laser.setEndY(endY);
// 1. raycast is essentially a ray from start point to end point in physics world
RaycastResult result = getPhysicsWorld().raycast(new Point2D(0, 300), new Point2D(getWidth(), endY));
// 2. if the ray hits something in physics world the point will the closest hit
result.getPoint().ifPresent(p -> {
laser.setEndX(p.getX());
laser.setEndY(p.getY());
});
endY++;
if (endY >= getHeight() + 300)
endY = -300;
}
private void spawnWall(double x, double y, double w, double h) {
Entities.builder()
.at(x, y)
.viewFromNodeWithBBox(new Rectangle(w, h))
.with(new PhysicsComponent())
.buildAndAttach(getGameWorld());
}
public static void main(String[] args) {
launch(args);
}
}