/*
* 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);
}
}