/*
* 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.entity.Entities;
import com.almasb.fxgl.entity.GameEntity;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.physics.BoundingShape;
import com.almasb.fxgl.physics.HitBox;
import com.almasb.fxgl.physics.PhysicsComponent;
import com.almasb.fxgl.service.Input;
import com.almasb.fxgl.settings.GameSettings;
import javafx.geometry.Point2D;
import javafx.scene.input.MouseButton;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Rectangle;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
/**
* Sample that shows basic usage of the JBox2D physics engine
* via PhysicsComponent.
* Left click will spawn a box, right - ball.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class RealPhysicsSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("RealPhysicsSample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(false);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
@Override
protected void initInput() {
Input input = getInput();
input.addAction(new UserAction("Spawn Box") {
@Override
protected void onActionBegin() {
GameEntity box = createPhysicsEntity();
// 3. set hit box (-es) to specify bounding shape
box.getBoundingBoxComponent()
.addHitBox(new HitBox("Left", BoundingShape.box(40, 40)));
box.getBoundingBoxComponent()
.addHitBox(new HitBox("Right", new Point2D(40, 0), BoundingShape.box(40, 40)));
box.getViewComponent().setView(new Rectangle(80, 40, Color.BLUE));
getGameWorld().addEntity(box);
}
}, MouseButton.PRIMARY);
input.addAction(new UserAction("Spawn Ball") {
@Override
protected void onActionBegin() {
GameEntity ball = createPhysicsEntity();
// 3. set hit box to specify bounding shape
ball.getBoundingBoxComponent()
.addHitBox(new HitBox("Test", BoundingShape.circle(20)));
ball.getViewComponent().setView(new Circle(20, Color.RED));
getGameWorld().addEntity(ball);
}
}, MouseButton.SECONDARY);
}
@Override
protected void initAssets() {}
@Override
protected void initGame() {
getGameWorld().addEntity(Entities.makeScreenBounds(50));
}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {}
@Override
protected void onUpdate(double tpf) {}
private GameEntity createPhysicsEntity() {
// 1. create and configure physics component
PhysicsComponent physics = new PhysicsComponent();
physics.setBodyType(BodyType.DYNAMIC);
FixtureDef fd = new FixtureDef();
fd.setDensity(0.7f);
fd.setRestitution(0.3f);
physics.setFixtureDef(fd);
return Entities.builder()
.at(getInput().getMousePositionWorld())
// 2. add physics component
.with(physics)
.build();
}
public static void main(String[] args) {
launch(args);
}
}