/*
* 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 s05uimenus;
import com.almasb.fxgl.app.ApplicationMode;
import com.almasb.fxgl.app.GameApplication;
import com.almasb.fxgl.entity.EntityView;
import com.almasb.fxgl.entity.GameEntity;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.io.serialization.Bundle;
import com.almasb.fxgl.saving.DataFile;
import com.almasb.fxgl.service.Input;
import com.almasb.fxgl.settings.GameSettings;
import com.almasb.fxgl.settings.MenuItem;
import common.PlayerControl;
import javafx.geometry.Point2D;
import javafx.scene.input.KeyCode;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import java.util.EnumSet;
/**
* Shows how to save and load game state.
*/
public class SaveSample extends GameApplication {
private enum Type {
PLAYER, ENEMY
}
private GameEntity player, enemy;
private PlayerControl playerControl;
// 1. the data to save/load
private Point2D playerPosition, enemyPosition;
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("SaveSample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(true);
settings.setMenuEnabled(true);
settings.setEnabledMenuItems(EnumSet.of(MenuItem.SAVE_LOAD));
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") {
@Override
protected void onAction() {
player.getRotationComponent().rotateBy(1);
}
}, KeyCode.F);
input.addAction(new UserAction("Switch Types") {
@Override
protected void onAction() {
if (player.getTypeComponent().isType(Type.PLAYER)) {
player.getTypeComponent().setValue(Type.ENEMY);
enemy.getTypeComponent().setValue(Type.PLAYER);
} else {
player.getTypeComponent().setValue(Type.PLAYER);
enemy.getTypeComponent().setValue(Type.ENEMY);
}
}
}, KeyCode.G);
}
// 2. override and specify how to serialize
@Override
public DataFile saveState() {
Bundle bundlePlayer = new Bundle("Player");
Bundle bundleEnemy = new Bundle("Enemy");
player.save(bundlePlayer);
enemy.save(bundleEnemy);
Bundle bundleRoot = new Bundle("Root");
bundleRoot.put("player", bundlePlayer);
bundleRoot.put("enemy", bundleEnemy);
return new DataFile(bundleRoot);
}
// 3. override and specify how to deserialize
// this will be called on "load" game
@Override
public void loadState(DataFile dataFile) {
// call "new" initGame
initGame();
// now load state back
Bundle bundleRoot = (Bundle) dataFile.getData();
System.out.println(player);
System.out.println(enemy);
player.load(bundleRoot.get("player"));
enemy.load(bundleRoot.get("enemy"));
System.out.println(player);
System.out.println(enemy);
}
// while this will be called on "new" game
@Override
protected void initGame() {
initGame(new Point2D(100, 100), new Point2D(200, 100));
}
private void initGame(Point2D playerPos, Point2D enemyPos) {
playerPosition = playerPos;
enemyPosition = enemyPos;
player = new GameEntity();
player.getTypeComponent().setValue(Type.PLAYER);
player.getPositionComponent().setValue(playerPosition);
player.getViewComponent().setView(new EntityView(new Rectangle(40, 40, Color.BLUE)));
playerControl = new PlayerControl();
player.addControl(playerControl);
enemy = new GameEntity();
enemy.getTypeComponent().setValue(Type.ENEMY);
enemy.getPositionComponent().setValue(enemyPosition);
enemy.getViewComponent().setView(new EntityView(new Rectangle(40, 40, Color.RED)));
getGameWorld().addEntities(player, enemy);
}
public static void main(String[] args) {
launch(args);
}
}