/*
* 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 tutorial;
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;
import javafx.scene.text.Text;
import java.util.Map;
/**
* This is a basic FXGL game application tutorial.
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class BasicGameApp extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(600);
settings.setHeight(600);
settings.setTitle("Basic Game App");
settings.setVersion("0.1");
settings.setProfilingEnabled(false); // turn off fps
settings.setCloseConfirmation(false); // turn off exit dialog
settings.setIntroEnabled(false); // turn off intro
settings.setMenuEnabled(false); // turn off menus
}
@Override
protected void initInput() {
Input input = getInput(); // get input service
input.addAction(new UserAction("Move Right") {
@Override
protected void onAction() {
player.translateX(5); // move right 5 pixels
getGameState().increment("pixelsMoved", +5);
}
}, KeyCode.D);
input.addAction(new UserAction("Move Left") {
@Override
protected void onAction() {
player.translateX(-5); // move left 5 pixels
getGameState().increment("pixelsMoved", +5);
}
}, KeyCode.A);
input.addAction(new UserAction("Move Up") {
@Override
protected void onAction() {
player.translateY(-5); // move up 5 pixels
getGameState().increment("pixelsMoved", +5);
}
}, KeyCode.W);
input.addAction(new UserAction("Move Down") {
@Override
protected void onAction() {
player.translateY(5); // move down 5 pixels
getGameState().increment("pixelsMoved", +5);
}
}, KeyCode.S);
}
@Override
protected void initGameVars(Map<String, Object> vars) {
vars.put("pixelsMoved", 0);
}
private GameEntity player;
@Override
protected void initGame() {
player = Entities.builder()
.at(300, 300)
.viewFromNode(new Rectangle(25, 25, Color.BLUE))
.buildAndAttach(getGameWorld());
}
@Override
protected void initUI() {
Text textPixels = new Text();
textPixels.setTranslateX(50); // x = 50
textPixels.setTranslateY(100); // y = 100
textPixels.textProperty().bind(getGameState().intProperty("pixelsMoved").asString());
getGameScene().addUINode(textPixels); // add to the scene graph
}
public static void main(String[] args) {
launch(args);
}
}