/* * 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); } }