/* * 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 s06gameplay.events; import com.almasb.fxgl.annotation.Handles; import com.almasb.fxgl.app.ApplicationMode; import com.almasb.fxgl.app.GameApplication; import com.almasb.fxgl.entity.Entities; import com.almasb.fxgl.entity.EntityEvent; import com.almasb.fxgl.entity.GameEntity; import com.almasb.fxgl.event.EventTrigger; import com.almasb.fxgl.input.UserAction; import com.almasb.fxgl.physics.BoundingShape; import com.almasb.fxgl.physics.HitBox; import com.almasb.fxgl.service.Input; import com.almasb.fxgl.settings.GameSettings; import common.PlayerControl; import javafx.scene.input.KeyCode; import javafx.scene.paint.Color; import javafx.scene.shape.Rectangle; /** * Shows how to use event triggers and fire custom events. * * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com) */ public class EventsSample extends GameApplication { private enum Type { PLAYER, ENEMY } private GameEntity player, enemy; private PlayerControl playerControl; @Override protected void initSettings(GameSettings settings) { settings.setWidth(800); settings.setHeight(600); settings.setTitle("EventsSample"); settings.setVersion("0.1"); settings.setFullScreen(false); settings.setIntroEnabled(false); settings.setMenuEnabled(false); settings.setProfilingEnabled(true); settings.setCloseConfirmation(false); 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); // 3. fire events manually if required input.addAction(new UserAction("Fire My Event") { @Override protected void onActionBegin() { getEventBus().fireEvent(new MyGameEvent(MyGameEvent.ANY)); } }, KeyCode.F); } @Override protected void initAssets() {} @Override protected void initGame() { playerControl = new PlayerControl(); player = Entities.builder() .type(Type.PLAYER) .at(100, 100) .bbox(new HitBox("PLAYER_BODY", BoundingShape.box(40, 40))) .viewFromNode(new Rectangle(40, 40, Color.BLUE)) .with(playerControl) .build(); enemy = Entities.builder() .type(Type.ENEMY) .at(200, 100) .viewFromNodeWithBBox(new Rectangle(40, 40, Color.RED)) .build(); getGameWorld().addEntities(player, enemy); // 1. add event trigger and specify when and what to fire // you can use a custom event or pre-defined event / with custom event type getGameWorld().addEventTrigger(new EventTrigger<EntityEvent>( () -> player.getRightX() > enemy.getX(), () -> new EntityEvent(Events.PASSED, player, enemy) // by default the triggers fire once only // this can be changed in the constructor, just uncomment the following //, 2, Duration.seconds(1) )); // 2. add event handler using code OR getEventBus().addEventHandler(MyGameEvent.ANY, event -> { System.out.println("Code handler: " + event); }); } @Override protected void initPhysics() {} @Override protected void initUI() {} @Override protected void onUpdate(double tpf) {} // 3. add event handler using annotation // specify where event type object is located @Handles(eventClass = Events.class, eventType = "PASSED") public void onPassed(EntityEvent event) { System.out.println(event.getTriggerEntity() + " passed " + event.getTargetEntity()); } // class detail can be omitted if class matches method type param // here it's MyGameEvent.class, so no need to explicitly state it @Handles(eventType = "ANY") public void onMyEvent(MyGameEvent event) { System.out.println("Annotation handler: " + event); } public static void main(String[] args) { launch(args); } }