/*
* 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.settings.GameSettings;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
/**
* Shows how to use JavaFX UI within FXGL.
*/
public class UISample extends GameApplication {
// 1. declare JavaFX or FXGL UI object
private Text uiText;
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("UISample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(false);
settings.setCloseConfirmation(false);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
@Override
protected void initInput() {}
@Override
protected void initAssets() {}
@Override
protected void initGame() {}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {
// 2. initialize the object
uiText = new Text();
uiText.setFont(Font.font(18));
// 3. position the object
uiText.setTranslateX(400);
uiText.setTranslateY(300);
// 4. bind text property to some data of interest
//uiText.textProperty().bind(getMasterTimer().tickProperty().asString("Tick: [%d]"));
// 5. add UI object to scene
getGameScene().addUINode(uiText);
}
@Override
protected void onUpdate(double tpf) {}
public static void main(String[] args) {
launch(args);
}
}