/* * 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); } }