/*
* 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 s07particles;
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.physics.*;
import com.almasb.fxgl.settings.GameSettings;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import org.jbox2d.particle.ParticleGroupDef;
import org.jbox2d.particle.ParticleType;
import java.util.EnumSet;
/**
* Shows how to use physics particles.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class PhysicsParticlesSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("PhysicsParticlesSample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(true);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
@Override
protected void initInput() {}
@Override
protected void initAssets() {}
@Override
protected void initGame() {
initGround();
initCloth();
initLiquid();
}
private void initGround() {
GameEntity ground = new GameEntity();
ground.getPositionComponent().setValue(100, 500);
ground.getViewComponent().setView(new EntityView(new Rectangle(800, 100)), true);
ground.addComponent(new PhysicsComponent());
getGameWorld().addEntity(ground);
}
private void initCloth() {
// 1. define how particles should behave
ParticleGroupDef groupDef = new ParticleGroupDef();
groupDef.setTypes(EnumSet.of(ParticleType.ELASTIC));
// 2. create component and set data
PhysicsParticleComponent ppComponent = new PhysicsParticleComponent();
ppComponent.setDefinition(groupDef);
ppComponent.setColor(Color.DARKGREEN.brighter());
// 3. create entity, place it and specify volume of particles via bounding box
GameEntity cloth = new GameEntity();
cloth.getPositionComponent().setValue(150, 10);
cloth.getBoundingBoxComponent().addHitBox(new HitBox("MAIN", BoundingShape.box(75, 150)));
// 4. add component
cloth.addComponent(ppComponent);
getGameWorld().addEntity(cloth);
}
private void initLiquid() {
ParticleGroupDef groupDef = new ParticleGroupDef();
groupDef.setTypes(EnumSet.of(ParticleType.VISCOUS, ParticleType.TENSILE));
PhysicsParticleComponent ppComponent = new PhysicsParticleComponent();
ppComponent.setDefinition(groupDef);
ppComponent.setColor(Color.BLUE.brighter());
GameEntity liquid = new GameEntity();
liquid.getPositionComponent().setValue(300, 10);
liquid.getBoundingBoxComponent().addHitBox(new HitBox("MAIN", BoundingShape.circle(35)));
liquid.addComponent(ppComponent);
getGameWorld().addEntities(liquid);
}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {}
@Override
protected void onUpdate(double tpf) {}
public static void main(String[] args) {
launch(args);
}
}