/* * 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 s10miscellaneous; import com.almasb.fxgl.app.ApplicationMode; import com.almasb.fxgl.app.GameApplication; import com.almasb.fxgl.entity.Entities; import com.almasb.fxgl.entity.GameEntity; import com.almasb.fxgl.input.UserAction; import com.almasb.fxgl.service.Input; import com.almasb.fxgl.settings.GameSettings; import javafx.scene.input.KeyCode; import javafx.scene.paint.Color; import javafx.scene.shape.Rectangle; /** * Shows how to use viewport to fit entities. * * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com) */ public class ViewportZoomSample extends GameApplication { private GameEntity e1, e2, e3; @Override protected void initSettings(GameSettings settings) { settings.setWidth(800); settings.setHeight(600); settings.setTitle("ViewportZoomSample"); settings.setVersion("0.1"); settings.setFullScreen(false); settings.setIntroEnabled(false); settings.setMenuEnabled(false); settings.setProfilingEnabled(true); settings.setApplicationMode(ApplicationMode.DEVELOPER); } @Override protected void initInput() { Input input = getInput(); input.addAction(new UserAction("Move Left") { @Override protected void onAction() { e1.translateX(-5); } }, KeyCode.A); input.addAction(new UserAction("Move Right") { @Override protected void onAction() { e1.translateX(5); } }, KeyCode.D); input.addAction(new UserAction("Move Up") { @Override protected void onAction() { e1.translateY(-5); } }, KeyCode.W); input.addAction(new UserAction("Move Down") { @Override protected void onAction() { e1.translateY(5); } }, KeyCode.S); input.addAction(new UserAction("Move Left2") { @Override protected void onAction() { e2.translateX(-5); } }, KeyCode.LEFT); input.addAction(new UserAction("Move Right2") { @Override protected void onAction() { e2.translateX(5); } }, KeyCode.RIGHT); input.addAction(new UserAction("Move Up2") { @Override protected void onAction() { e2.translateY(-5); } }, KeyCode.UP); input.addAction(new UserAction("Move Down2") { @Override protected void onAction() { e2.translateY(5); } }, KeyCode.DOWN); } @Override protected void initAssets() {} @Override protected void initGame() { e1 = Entities.builder() .at(0, 0) .viewFromNodeWithBBox(new Rectangle(40, 40, Color.BLUE)) .buildAndAttach(getGameWorld()); e2 = Entities.builder() .at(800, 0) .viewFromNodeWithBBox(new Rectangle(40, 40, Color.RED)) .buildAndAttach(getGameWorld()); e3 = Entities.builder() .at(600, 560) .viewFromNodeWithBBox(new Rectangle(40, 40, Color.GREEN)) .buildAndAttach(getGameWorld()); // 1. bind viewport so it can fit those entities at any time getGameScene().getViewport().bindToFit(40, 100, e1, e2, e3); } @Override protected void initPhysics() {} @Override protected void initUI() {} @Override protected void onUpdate(double tpf) {} public static void main(String[] args) { launch(args); } }