/*
* 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.entity.Entities;
import com.almasb.fxgl.entity.GameEntity;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.physics.PhysicsComponent;
import com.almasb.fxgl.settings.GameSettings;
import javafx.scene.input.KeyCode;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import org.jbox2d.dynamics.BodyType;
/**
* This is an example of a basic self-contained FXGL game application.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class SeaSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("SeaSample");
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() {
getInput().addAction(new UserAction("Subdivide") {
@Override
protected void onActionBegin() {
}
}, KeyCode.F);
}
@Override
protected void initAssets() {}
private GameEntity block;
@Override
protected void initGame() {
getGameWorld().addEntity(Entities.makeScreenBounds(100));
PhysicsComponent physics = new PhysicsComponent();
physics.setBodyType(BodyType.DYNAMIC);
block = Entities.builder()
.at(300, 300)
.viewFromNodeWithBBox(new Rectangle(80, 80, Color.BLUE))
//.with(physics)
.buildAndAttach(getGameWorld());
// grids = new AASubdivision().divide(grid, 4, 250);
//
// for (Rectangle2D rect : grids) {
// Rectangle view = new Rectangle(rect.getWidth(), rect.getHeight(), null);
// view.setTranslateX(rect.getMinX());
// view.setTranslateY(rect.getMinY());
// view.setStroke(Color.BLUE);
//
// getGameScene().addUINode(view);
// }
}
@Override
protected void initPhysics() {}
@Override
protected void initUI() {}
@Override
protected void onUpdate(double tpf) {
//effect.update(tpf);
}
public static void main(String[] args) {
launch(args);
}
}