/*
* 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 sandbox;
import com.almasb.fxgl.app.ApplicationMode;
import com.almasb.fxgl.app.GameApplication;
import com.almasb.fxgl.core.math.FXGLMath;
import com.almasb.fxgl.core.math.Vec2;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.entity.EntityView;
import com.almasb.fxgl.entity.GameEntity;
import com.almasb.fxgl.entity.RenderLayer;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.physics.BoundingShape;
import com.almasb.fxgl.physics.HitBox;
import com.almasb.fxgl.physics.PhysicsComponent;
import com.almasb.fxgl.service.Input;
import com.almasb.fxgl.settings.GameSettings;
import javafx.geometry.Point2D;
import javafx.scene.input.MouseButton;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.scene.shape.Rectangle;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
import org.jbox2d.dynamics.joints.RevoluteJoint;
import org.jbox2d.dynamics.joints.RevoluteJointDef;
/**
*
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class JointSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("JointSample");
settings.setVersion("0.1");
settings.setFullScreen(false);
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setProfilingEnabled(false);
settings.setCloseConfirmation(false);
settings.setApplicationMode(ApplicationMode.DEVELOPER);
}
@Override
protected void initInput() {
Input input = getInput();
input.addAction(new UserAction("Spawn Box") {
@Override
protected void onActionBegin() {
GameEntity box = createPhysicsEntity();
// 3. set hit box (-es) to specify bounding shape
box.getBoundingBoxComponent()
.addHitBox(new HitBox("Left", BoundingShape.box(40, 40)));
box.getBoundingBoxComponent()
.addHitBox(new HitBox("Right", new Point2D(40, 0), BoundingShape.box(40, 40)));
box.getViewComponent().setView(new Rectangle(80, 40, Color.BLUE));
getGameWorld().addEntity(box);
}
}, MouseButton.PRIMARY);
input.addAction(new UserAction("Spawn Ball") {
@Override
protected void onActionBegin() {
GameEntity ball = createPhysicsEntity();
// 3. set hit box to specify bounding shape
ball.getBoundingBoxComponent()
.addHitBox(new HitBox("Test", BoundingShape.circle(20)));
ball.getViewComponent().setView(new Circle(20, Color.RED));
getGameWorld().addEntity(ball);
}
}, MouseButton.SECONDARY);
}
private RevoluteJoint joint;
@Override
protected void initGame() {
getGameWorld().addEntity(Entities.makeScreenBounds(50));
PhysicsComponent physics = new PhysicsComponent();
GameEntity block = Entities.builder()
.at(200, 200)
.viewFromNodeWithBBox(new Rectangle(50, 50))
.with(physics)
.buildAndAttach(getGameWorld());
PhysicsComponent physics2 = new PhysicsComponent();
physics2.setBodyType(BodyType.DYNAMIC);
FixtureDef fd = new FixtureDef();
fd.setDensity(1.0f);
physics2.setFixtureDef(fd);
GameEntity ball =Entities.builder()
.at(200, 300)
.bbox(new HitBox("main", BoundingShape.circle(15)))
.viewFromNode(getAssetLoader().loadTexture("ball.png", 30, 30))
.with(physics2)
.buildAndAttach(getGameWorld());
Line line = new Line();
line.setStartX(block.getCenter().getX());
line.setStartY(block.getCenter().getY());
//line.startXProperty().bind(block.getPositionComponent().xProperty());
//line.startYProperty().bind(block.getPositionComponent().yProperty());
line.endXProperty().bind(ball.getPositionComponent().xProperty().add(15));
line.endYProperty().bind(ball.getPositionComponent().yProperty().add(15));
getGameScene().addGameView(new EntityView(line, RenderLayer.BACKGROUND));
RevoluteJointDef rDef = new RevoluteJointDef();
rDef.bodyA = physics.getBody();
rDef.bodyB = physics2.getBody();
rDef.collideConnected = false;
rDef.localAnchorA = new Vec2(0, 0);
rDef.localAnchorB = new Vec2(0, 5);
rDef.enableLimit = true;
rDef.lowerAngle = FXGLMath.degreesToRadians * -180.0f;
rDef.upperAngle = FXGLMath.degreesToRadians * 180.0f;
rDef.enableMotor = true;
rDef.motorSpeed = FXGLMath.degreesToRadians * 30;
rDef.maxMotorTorque = 15.0f;
joint = (RevoluteJoint) getPhysicsWorld().getJBox2DWorld().createJoint(rDef);
}
@Override
protected void initPhysics() {}
@Override
protected void onUpdate(double tpf) {
if (joint != null && FXGLMath.isEqual(FXGLMath.abs(joint.getJointAngle()), FXGLMath.degreesToRadians * 180.0f, 0.05f)) {
joint.setMotorSpeed(-joint.getMotorSpeed());
}
}
private GameEntity createPhysicsEntity() {
// 1. create and configure physics component
PhysicsComponent physics = new PhysicsComponent();
physics.setBodyType(BodyType.DYNAMIC);
FixtureDef fd = new FixtureDef();
fd.setDensity(0.7f);
fd.setRestitution(0.3f);
physics.setFixtureDef(fd);
return Entities.builder()
.at(getInput().getMousePositionWorld())
// 2. add physics component
.with(physics)
.build();
}
public static void main(String[] args) {
launch(args);
}
}