├── jfxgenproj
├── settings.gradle
├── build.gradle
└── src
│ └── main
│ └── java
│ └── carlfx
│ └── gameengine
│ ├── SoundManager.java
│ ├── Sprite.java
│ ├── SpriteManager.java
│ └── GameWorld.java
├── settings.gradle
├── demos
├── navigateship
│ ├── src
│ │ └── main
│ │ │ ├── resources
│ │ │ ├── ship.png
│ │ │ └── laser_2.mp3
│ │ │ └── java
│ │ │ └── carlfx
│ │ │ └── demos
│ │ │ └── navigateship
│ │ │ ├── RotatedShipImage.java
│ │ │ ├── Missile.java
│ │ │ ├── InputPart3.java
│ │ │ ├── Part3_4_5.java
│ │ │ ├── Vec.java
│ │ │ ├── Atom.java
│ │ │ ├── TheExpanse.java
│ │ │ └── Ship.java
│ └── build.gradle
└── atomsmasher
│ ├── notes.txt
│ ├── src
│ └── main
│ │ └── java
│ │ └── carlfx
│ │ └── demo
│ │ └── atomsmasher
│ │ ├── GameLoopPart2.java
│ │ ├── Atom.java
│ │ └── AtomSmasher.java
│ └── build.gradle
├── .gitignore
└── README.md
/jfxgenproj/settings.gradle:
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1 | rootProject.name = 'jfxgenproj'
2 |
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/settings.gradle:
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1 | include 'jfxgenproj', 'demos:atomsmasher'
2 |
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/demos/navigateship/src/main/resources/ship.png:
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https://raw.githubusercontent.com/carldea/JFXGen/HEAD/demos/navigateship/src/main/resources/ship.png
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/demos/navigateship/src/main/resources/laser_2.mp3:
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https://raw.githubusercontent.com/carldea/JFXGen/HEAD/demos/navigateship/src/main/resources/laser_2.mp3
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/.gitignore:
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1 | .build.gradle.swp
2 | .gradle
3 | build
4 | _build
5 | .classpath
6 | .project
7 | .settings
8 | bin
9 | *.iml
10 | *.ipr
11 | *.iws
12 | out/
13 | .idea/
14 | /nbproject/private/
15 | /nbbuild/
16 | /dist/
17 | nbproject
18 |
19 |
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/demos/navigateship/src/main/java/carlfx/demos/navigateship/RotatedShipImage.java:
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1 | package carlfx.demos.navigateship;
2 |
3 | import javafx.scene.image.ImageView;
4 |
5 | /**
6 | * Represents a double link list to assist in the rotation of the ship.
7 | * This helps to move clockwise and counter clockwise.
8 | */
9 | public class RotatedShipImage extends ImageView {
10 | public RotatedShipImage next;
11 | public RotatedShipImage prev;
12 | }
13 |
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/demos/navigateship/src/main/java/carlfx/demos/navigateship/Missile.java:
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1 | package carlfx.demos.navigateship;
2 |
3 | import javafx.scene.paint.Color;
4 |
5 | /**
6 | * A missile projectile without the radial gradient.
7 | */
8 | public class Missile extends Atom {
9 | public Missile(Color fill) {
10 | super(5, fill, false);
11 | }
12 |
13 | public Missile(int radius, Color fill) {
14 | super(radius, fill, true);
15 | }
16 | }
17 |
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/demos/atomsmasher/notes.txt:
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1 | gradle clean build
2 |
3 | cd build
4 |
5 | run below
6 |
7 | javafxpackager -createjar -appclass carlfx.demos.atomsmasher.GameLoopPart2 -srcdir classes/main -outdir out -outfile atomsmasher-0.1.jar -v -manifestAttrs "JavaFX-Version=2.1,implementation-title=AtomSmasher,implementation-version=0.1,JavaFX-Application-Class=carlfx.demos.atomsmasher.GameLoopPart2,JavaFX-Class-Path=jfxgenproj-0.1.jar"
8 |
9 |
10 | copy jfxgenproj-0.1.jar colocated to atomsmasher-0.1.jar
11 |
12 | double click atomsmasher-0.1.jar
13 |
14 |
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/jfxgenproj/build.gradle:
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1 | apply plugin: 'java'
2 | apply plugin: 'idea'
3 |
4 | project.ext.group = 'carlfx'
5 | project.ext.jdkVersion = 1.7
6 | project.ext.javafxHome = System.getenv('JAVAFX_HOME')
7 |
8 | group = 'carlfx'
9 | version = 0.3
10 |
11 | sourceCompatibility = jdkVersion
12 | targetCompatibility = jdkVersion
13 |
14 | jar {
15 | manifest {
16 | attributes 'Implementation-Title': 'JavaFX 2 Game Engine', 'Implementation-Version': project.version
17 | }
18 | }
19 |
20 | repositories {
21 | mavenCentral()
22 | }
23 |
24 |
25 | dependencies {
26 | compile files("${project.ext.javafxHome}/rt/lib/jfxrt.jar")
27 | testCompile 'junit:junit:4.10'
28 | }
29 | defaultTasks 'clean', 'build'
30 |
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/demos/navigateship/src/main/java/carlfx/demos/navigateship/InputPart3.java:
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1 | package carlfx.demos.navigateship;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import javafx.application.Application;
5 | import javafx.stage.Stage;
6 |
7 | /**
8 | * The main driver of the game.
9 | * @author cdea
10 | */
11 | public class InputPart3 extends Application {
12 |
13 | GameWorld gameWorld = new TheExpanse(59, "JavaFX 2 GameTutorial Part 3 - Input");
14 | /**
15 | * @param args the command line arguments
16 | */
17 | public static void main(String[] args) {
18 | launch(args);
19 | }
20 |
21 | @Override
22 | public void start(Stage primaryStage) {
23 | // setup title, scene, stats, controls, and actors.
24 | gameWorld.initialize(primaryStage);
25 |
26 | // kick off the game loop
27 | gameWorld.beginGameLoop();
28 |
29 | // display window
30 | primaryStage.show();
31 | }
32 |
33 | }
34 |
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/demos/atomsmasher/src/main/java/carlfx/demo/atomsmasher/GameLoopPart2.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.atomsmasher;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import javafx.application.Application;
5 | import javafx.stage.Stage;
6 |
7 | /**
8 | * The main driver of the game.
9 | * @author cdea
10 | */
11 | public class GameLoopPart2 extends Application {
12 |
13 | GameWorld gameWorld = new AtomSmasher(60, "JavaFX 2 GameTutorial Part 2 - Game Loop");
14 | /**
15 | * @param args the command line arguments
16 | */
17 | public static void main(String[] args) {
18 | launch(args);
19 | }
20 |
21 | @Override
22 | public void start(Stage primaryStage) {
23 | // setup title, scene, stats, controls, and actors.
24 | gameWorld.initialize(primaryStage);
25 |
26 | // kick off the game loop
27 | gameWorld.beginGameLoop();
28 |
29 | // display window
30 | primaryStage.show();
31 | }
32 |
33 | }
34 |
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/demos/navigateship/src/main/java/carlfx/demos/navigateship/Part3_4_5.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.navigateship;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import javafx.application.Application;
5 | import javafx.application.Platform;
6 | import javafx.stage.Stage;
7 |
8 | /**
9 | * The main driver of the game.
10 | *
11 | * @author cdea
12 | */
13 | public class Part3_4_5 extends Application {
14 |
15 | GameWorld gameWorld = new TheExpanse(59, "JavaFX 2 GameTutorial Part 3, 4, and 5");
16 |
17 | /**
18 | * @param args the command line arguments
19 | */
20 | public static void main(String[] args) {
21 | launch(args);
22 | }
23 |
24 | @Override
25 | public void start(Stage primaryStage) {
26 | // setup title, scene, stats, controls, and actors.
27 | gameWorld.initialize(primaryStage);
28 |
29 | // kick off the game loop
30 | gameWorld.beginGameLoop();
31 |
32 | // display window
33 | primaryStage.show();
34 | }
35 |
36 | @Override
37 | public void stop() throws Exception {
38 | Platform.exit();
39 | gameWorld.shutdown();
40 | }
41 |
42 | }
43 |
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/jfxgenproj/src/main/java/carlfx/gameengine/SoundManager.java:
--------------------------------------------------------------------------------
1 | package carlfx.gameengine;
2 |
3 | import javafx.scene.media.AudioClip;
4 |
5 | import java.net.URL;
6 | import java.util.HashMap;
7 | import java.util.Map;
8 | import java.util.concurrent.ExecutorService;
9 | import java.util.concurrent.Executors;
10 |
11 | /**
12 | * Responsible for loading sound media to be played using an id or key.
13 | * Contains all sounds for use later.
14 | *
15 | * User: cdea
16 | */
17 | public class SoundManager {
18 | ExecutorService soundPool = Executors.newFixedThreadPool(2);
19 | Map soundEffectsMap = new HashMap<>();
20 |
21 | /**
22 | * Constructor to create a simple thread pool.
23 | *
24 | * @param numberOfThreads - number of threads to use media players in the map.
25 | */
26 | public SoundManager(int numberOfThreads) {
27 | soundPool = Executors.newFixedThreadPool(numberOfThreads);
28 | }
29 |
30 | /**
31 | * Load a sound into a map to later be played based on the id.
32 | *
33 | * @param id - The identifier for a sound.
34 | * @param url - The url location of the media or audio resource. Usually in src/main/resources directory.
35 | */
36 | public void loadSoundEffects(String id, URL url) {
37 | AudioClip sound = new AudioClip(url.toExternalForm());
38 | soundEffectsMap.put(id, sound);
39 | }
40 |
41 | /**
42 | * Lookup a name resource to play sound based on the id.
43 | *
44 | * @param id identifier for a sound to be played.
45 | */
46 | public void playSound(final String id) {
47 | Runnable soundPlay = new Runnable() {
48 | @Override
49 | public void run() {
50 | soundEffectsMap.get(id).play();
51 | }
52 | };
53 | soundPool.execute(soundPlay);
54 | }
55 |
56 | /**
57 | * Stop all threads and media players.
58 | */
59 | public void shutdown() {
60 | soundPool.shutdown();
61 | }
62 |
63 | }
64 |
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/README.md:
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1 | JFXGen
2 | ======
3 |
4 | A simple JavaFX game engine.
5 | ---------------------------------------------------------------
6 | JFXGen - JavaFX Game Engine
7 |
8 | Welcome to a simple JavaFX game engine. This project consists of the core project called jfxgenproj and sub modules or demos. This document will help you show you how to setup your environment and build executables.
9 |
10 | Software Requirements:
11 | - Java 7 SDK or later
12 | - JavaFX 2.1 SDK or later
13 | - Gradle Gradle 1.0-rc-1
14 | - Git
15 |
16 | When setting your environment make sure you have 'JAVA_HOME', 'JAVAFX_HOME', and 'GRADLE_HOME'. Please refer to install instructions for your platform (iOS, unix, linux, Windows).
17 |
18 | Building the game engine and the demos as Java Webstart applictions.
19 | --------------------------------------------------------------------
20 | mkdir JFXGen
21 | cd JFXGen
22 | git clone git@github.com:carldea/JFXGen.git
23 |
24 | gradle -DhostUrl=http://yourhost/path_of_jnlp
25 |
26 | Creating a project for IntelliJ IDE:
27 | ------------------------------------
28 | cd JFXGen/jfxgenproj
29 |
30 | gradle idea
31 |
32 | cd JFXGen/demos/atomsmasher
33 |
34 | gradle idea
35 |
36 | Launch IntelliJ
37 |
38 | File -> Open Project
39 |
40 | Navigate (Browse) to the jfxgenproj folder then click 'OK'.
41 | Example:
42 | C:\projects\jfxgen\jfxgenproj
43 |
44 | File -> New Module
45 |
46 | Import existing module (select radio button)
47 | Select the browse button '...' to locate *.iml file.
48 | Example:
49 | C:\projects\jfxgen\demos\atomsmasher\atomsmasher.iml
50 | Click 'OK'
51 | Click 'Finish'
52 |
53 | To run the examples:
54 | --------------------
55 | You can double click the jar file in your file explorer. (On Windows it works)
56 | Provided that you have built the executables you can upload them to your Web server. Make sure that the JNLP file's jnlp XML element having the 'href' attribute contains your location of the jar file (using the -D system property to set the host URL). Another way to run examples in IntelliJ is to Ctrl-Shift-F10 or right click ('Run') the file GameLoopPart2.
57 |
58 |
59 |
60 |
61 |
62 |
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/jfxgenproj/src/main/java/carlfx/gameengine/Sprite.java:
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1 | package carlfx.gameengine;
2 |
3 | import javafx.geometry.Point2D;
4 | import javafx.scene.Node;
5 | import javafx.scene.shape.Circle;
6 |
7 | /**
8 | * The Sprite class represents a image or node to be displayed.
9 | * In a 2D game a sprite will contain a velocity for the image to
10 | * move across the scene area. The game loop will call the update()
11 | * and collide() method at every interval of a key frame. A list of
12 | * animations can be used during different situations in the game
13 | * such as rocket thrusters, walking, jumping, etc.
14 | *
15 | * @author cdea
16 | */
17 | public abstract class Sprite {
18 |
19 | /**
20 | * Current display node
21 | */
22 | public Node node;
23 |
24 | /**
25 | * velocity vector x direction
26 | */
27 | public double vX = 0;
28 |
29 | /**
30 | * velocity vector y direction
31 | */
32 | public double vY = 0;
33 |
34 | /**
35 | * dead?
36 | */
37 | public boolean isDead = false;
38 |
39 | /**
40 | * collision shape
41 | */
42 | public Circle collisionBounds;
43 |
44 | /**
45 | * Updates this sprite object's velocity, or animations.
46 | */
47 | public abstract void update();
48 |
49 | /**
50 | * Did this sprite collide into the other sprite?
51 | *
52 | * @param other - The other sprite.
53 | * @return boolean - Whether this or the other sprite collided, otherwise false.
54 | */
55 | public boolean collide(Sprite other) {
56 |
57 | if (collisionBounds == null || other.collisionBounds == null) {
58 | return false;
59 | }
60 |
61 | // determine it's size
62 | Circle otherSphere = other.collisionBounds;
63 | Circle thisSphere = collisionBounds;
64 | Point2D otherCenter = otherSphere.localToScene(otherSphere.getCenterX(), otherSphere.getCenterY());
65 | Point2D thisCenter = thisSphere.localToScene(thisSphere.getCenterX(), thisSphere.getCenterY());
66 | double dx = otherCenter.getX() - thisCenter.getX();
67 | double dy = otherCenter.getY() - thisCenter.getY();
68 | double distance = Math.sqrt(dx * dx + dy * dy);
69 | double minDist = otherSphere.getRadius() + thisSphere.getRadius();
70 |
71 | return (distance < minDist);
72 | }
73 |
74 | public void handleDeath(GameWorld gameWorld) {
75 | gameWorld.getSpriteManager().addSpritesToBeRemoved(this);
76 | }
77 | }
78 |
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/jfxgenproj/src/main/java/carlfx/gameengine/SpriteManager.java:
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1 | package carlfx.gameengine;
2 |
3 | import java.util.*;
4 |
5 | /**
6 | * Sprite manager is responsible for holding all sprite objects, and cleaning up
7 | * sprite objects to be removed. All collections are used by the JavaFX
8 | * application thread. During each cycle (animation frame) sprite management
9 | * occurs. This assists the user of the API to not have to create lists to
10 | * later be garbage collected. Should provide some performance gain.
11 | * @author cdea
12 | */
13 | public class SpriteManager {
14 | /** All the sprite objects currently in play */
15 | private final static List GAME_ACTORS = new ArrayList<>();
16 |
17 | /** A global single threaded list used to check collision against other
18 | * sprite objects.
19 | */
20 | private final static List CHECK_COLLISION_LIST = new ArrayList<>();
21 |
22 | /** A global single threaded set used to cleanup or remove sprite objects
23 | * in play.
24 | */
25 | private final static Set CLEAN_UP_SPRITES = new HashSet<>();
26 |
27 | /** */
28 | public List getAllSprites() {
29 | return GAME_ACTORS;
30 | }
31 |
32 | /**
33 | * VarArgs of sprite objects to be added to the game.
34 | * @param sprites
35 | */
36 | public void addSprites(Sprite... sprites) {
37 | GAME_ACTORS.addAll(Arrays.asList(sprites));
38 | }
39 |
40 | /**
41 | * VarArgs of sprite objects to be removed from the game.
42 | * @param sprites
43 | */
44 | public void removeSprites(Sprite... sprites) {
45 | GAME_ACTORS.removeAll(Arrays.asList(sprites));
46 | }
47 |
48 | /** Returns a set of sprite objects to be removed from the GAME_ACTORS.
49 | * @return CLEAN_UP_SPRITES
50 | */
51 | public Set getSpritesToBeRemoved() {
52 | return CLEAN_UP_SPRITES;
53 | }
54 |
55 | /**
56 | * Adds sprite objects to be removed
57 | * @param sprites varargs of sprite objects.
58 | */
59 | public void addSpritesToBeRemoved(Sprite... sprites) {
60 | if (sprites.length > 1) {
61 | CLEAN_UP_SPRITES.addAll(Arrays.asList((Sprite[]) sprites));
62 | } else {
63 | CLEAN_UP_SPRITES.add(sprites[0]);
64 | }
65 | }
66 |
67 | /**
68 | * Returns a list of sprite objects to assist in collision checks.
69 | * This is a temporary and is a copy of all current sprite objects
70 | * (copy of GAME_ACTORS).
71 | * @return CHECK_COLLISION_LIST
72 | */
73 | public List getCollisionsToCheck() {
74 | return CHECK_COLLISION_LIST;
75 | }
76 |
77 | /**
78 | * Clears the list of sprite objects in the collision check collection
79 | * (CHECK_COLLISION_LIST).
80 | */
81 | public void resetCollisionsToCheck() {
82 | CHECK_COLLISION_LIST.clear();
83 | CHECK_COLLISION_LIST.addAll(GAME_ACTORS);
84 | }
85 |
86 | /**
87 | * Removes sprite objects and nodes from all
88 | * temporary collections such as:
89 | * CLEAN_UP_SPRITES.
90 | * The sprite to be removed will also be removed from the
91 | * list of all sprite objects called (GAME_ACTORS).
92 | */
93 | public void cleanupSprites() {
94 |
95 | // remove from actors list
96 | GAME_ACTORS.removeAll(CLEAN_UP_SPRITES);
97 |
98 | // reset the clean up sprites
99 | CLEAN_UP_SPRITES.clear();
100 | }
101 | }
102 |
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/demos/navigateship/src/main/java/carlfx/demos/navigateship/Vec.java:
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1 | package carlfx.demos.navigateship;
2 |
3 | /**
4 | * This class represents a container class to hold a Vector in space and direction
5 | * the ship will move. Assuming the center of the ship is the origin the angles can
6 | * be determined by a unit circle via Cartesian coordinates.
7 | * When the user clicks on the screen the mouse coordinates or screen coordinates
8 | * will be stored into the mx and my instance variables.
9 | * The x and y data members are converted to cartesian coordinates before storing.
10 | *
11 | * I purposefully left out getters and setters. In gaming just keep things minimalistic.
12 | * @author cdea
13 | */
14 | public class Vec {
15 | public double mx;
16 | public double my;
17 |
18 | public double x;
19 | public double y;
20 |
21 | /**
22 | * This is a default constructor which will take a Cartesian coordinate.
23 | * @param x X coordinate of a point on a Cartesian system.
24 | * @param y Y coordinate of a point on a Cartesian system.
25 | */
26 | public Vec(float x, float y) {
27 | this.x = x;
28 | this.y = y;
29 | }
30 |
31 | /**
32 | * Constructor will convert mouse click points into Cartesian coordinates based on the sprite's center point as
33 | * the origin.
34 | * @param mx Mouse press' screen X coordinate.
35 | * @param my Mouse press' screen Y coordinate.
36 | * @param centerX Screen X coordinate of the center of the ship sprite.
37 | * @param centerY Screen Y coordinate of the center of the ship sprite.
38 | */
39 | public Vec(double mx, double my, double centerX, double centerY) {
40 | this.x = convertX(mx, centerX);
41 | this.y = convertY(my, centerY);
42 | this.mx = mx;
43 | this.my = my;
44 | }
45 |
46 | /**
47 | * Returns a Cartesian coordinate system's quadrant from 1 to 4.
48 | *
49 | * first quadrant - 1 upper right
50 | * second quadrant - 2 upper left
51 | * third quadrant - 3 lower left
52 | * fourth quadrant - 4 lower right
53 | *
54 | * @return int quadrant number 1 through 4
55 | */
56 | public int quadrant() {
57 | int q = 0;
58 | if (x > 0 && y > 0) {
59 | q =1;
60 | } else if (x < 0 && y > 0) {
61 | q = 2;
62 | } else if (x < 0 && y < 0) {
63 | q = 3;
64 | } else if (x > 0 && y < 0) {
65 | q = 4;
66 | }
67 | return q;
68 | }
69 | @Override
70 | public String toString(){
71 | return "(" + x + "," + y + ") quadrant=" + quadrant();
72 | }
73 | /**
74 | * Converts point's X screen coordinate into a Cartesian system.
75 | * @param mouseX Converts the mouse X coordinate into Cartesian system based on the ship center X (originX).
76 | * @param originX The ship center point's X coordinate.
77 | * @return double value of a Cartesian system X coordinate based on the origin X.
78 | */
79 | static double convertX(double mouseX, double originX) {
80 | return mouseX - originX;
81 | }
82 |
83 | /**
84 | * Converts point's Y screen coordinate into a Cartesian system.
85 | * @param mouseY Converts the mouse Y coordinate into Cartesian system based on the ship center Y (originY).
86 | * @param originY The ship center point's Y coordinate.
87 | * @return double value of a Cartesian system Y coordinate based on the origin Y.
88 | */
89 | static double convertY(double mouseY, double originY) {
90 | return originY - mouseY;
91 | }
92 |
93 | }
94 |
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/demos/navigateship/src/main/java/carlfx/demos/navigateship/Atom.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.navigateship;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import carlfx.gameengine.Sprite;
5 | import javafx.animation.FadeTransitionBuilder;
6 | import javafx.event.ActionEvent;
7 | import javafx.event.EventHandler;
8 | import javafx.scene.CacheHint;
9 | import javafx.scene.paint.Color;
10 | import javafx.scene.paint.RadialGradient;
11 | import javafx.scene.paint.RadialGradientBuilder;
12 | import javafx.scene.paint.Stop;
13 | import javafx.scene.shape.Circle;
14 | import javafx.scene.shape.CircleBuilder;
15 | import javafx.util.Duration;
16 |
17 | /**
18 | * A spherical looking object (Atom) with a random radius, color, and velocity.
19 | * When two atoms collide each will fade and become removed from the scene. The
20 | * method called implode() implements a fade transition effect.
21 | *
22 | * @author cdea
23 | */
24 | public class Atom extends Sprite {
25 |
26 |
27 | /**
28 | * Constructor will create a optionally create a gradient fill
29 | * circle shape. This sprite will contain a JavaFX Circle node.
30 | *
31 | * @param radius The radius of the circular shape.
32 | * @param fill Fill color inside circle.
33 | * @param gradientFill boolean to fill shape as gradient.
34 | */
35 | public Atom(double radius, Color fill, boolean gradientFill) {
36 | Circle sphere = CircleBuilder.create()
37 | .centerX(radius)
38 | .centerY(radius)
39 | .radius(radius)
40 | .fill(fill)
41 | .cache(true)
42 | .cacheHint(CacheHint.SPEED)
43 | .build();
44 | if (gradientFill) {
45 | RadialGradient rgrad = RadialGradientBuilder.create()
46 | .centerX(sphere.getCenterX() - sphere.getRadius() / 3)
47 | .centerY(sphere.getCenterY() - sphere.getRadius() / 3)
48 | .radius(sphere.getRadius())
49 | .proportional(false)
50 | .stops(new Stop(0.0, Color.WHITE), new Stop(1.0, fill))
51 | .build();
52 |
53 | sphere.setFill(rgrad);
54 | }
55 | // set javafx node to a circle
56 | node = sphere;
57 | collisionBounds = sphere;
58 |
59 | }
60 |
61 | /**
62 | * Change the velocity of the atom particle.
63 | */
64 | @Override
65 | public void update() {
66 | node.setTranslateX(node.getTranslateX() + vX);
67 | node.setTranslateY(node.getTranslateY() + vY);
68 | }
69 |
70 | /**
71 | * Returns a node casted as a JavaFX Circle shape.
72 | *
73 | * @return Circle shape representing JavaFX node for convenience.
74 | */
75 | public Circle getAsCircle() {
76 | return (Circle) node;
77 | }
78 |
79 | /**
80 | * Animate an implosion. Once done remove from the game world
81 | *
82 | * @param gameWorld - game world
83 | */
84 | public void implode(final GameWorld gameWorld) {
85 | vX = vY = 0;
86 | FadeTransitionBuilder.create()
87 | .node(node)
88 | .duration(Duration.millis(300))
89 | .fromValue(node.getOpacity())
90 | .toValue(0)
91 | .onFinished(new EventHandler() {
92 | @Override
93 | public void handle(ActionEvent arg0) {
94 | isDead = true;
95 | gameWorld.getSceneNodes().getChildren().remove(node);
96 |
97 | }
98 | })
99 | .build()
100 | .play();
101 | }
102 |
103 | public void handleDeath(GameWorld gameWorld) {
104 | implode(gameWorld);
105 | super.handleDeath(gameWorld);
106 | }
107 | }
108 |
--------------------------------------------------------------------------------
/demos/atomsmasher/src/main/java/carlfx/demo/atomsmasher/Atom.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.atomsmasher;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import carlfx.gameengine.Sprite;
5 | import javafx.animation.FadeTransitionBuilder;
6 | import javafx.event.ActionEvent;
7 | import javafx.event.EventHandler;
8 | import javafx.scene.paint.Color;
9 | import javafx.scene.paint.RadialGradient;
10 | import javafx.scene.paint.RadialGradientBuilder;
11 | import javafx.scene.paint.Stop;
12 | import javafx.scene.shape.Circle;
13 | import javafx.scene.shape.CircleBuilder;
14 | import javafx.util.Duration;
15 |
16 | /**
17 | * A spherical looking object (Atom) with a random radius, color, and velocity.
18 | * When two atoms collide each will fade and become removed from the scene. The
19 | * method called implode() implements a fade transition effect.
20 | *
21 | * @author cdea
22 | */
23 | public class Atom extends Sprite {
24 |
25 | public Atom(double radius, Color fill) {
26 | Circle sphere = CircleBuilder.create()
27 | .centerX(radius)
28 | .centerY(radius)
29 | .radius(radius)
30 | .cache(true)
31 | .build();
32 |
33 | RadialGradient rgrad = RadialGradientBuilder.create()
34 | .centerX(sphere.getCenterX() - sphere.getRadius() / 3)
35 | .centerY(sphere.getCenterY() - sphere.getRadius() / 3)
36 | .radius(sphere.getRadius())
37 | .proportional(false)
38 | .stops(new Stop(0.0, fill), new Stop(1.0, Color.BLACK))
39 | .build();
40 |
41 | sphere.setFill(rgrad);
42 |
43 | // set javafx node to a circle
44 | node = sphere;
45 |
46 | }
47 |
48 | /**
49 | * Change the velocity of the atom particle.
50 | */
51 | @Override
52 | public void update() {
53 | node.setTranslateX(node.getTranslateX() + vX);
54 | node.setTranslateY(node.getTranslateY() + vY);
55 | }
56 |
57 | @Override
58 | public boolean collide(Sprite other) {
59 | if (other instanceof Atom) {
60 | return collide((Atom)other);
61 | }
62 | return false;
63 | }
64 |
65 | /**
66 | * When encountering another Atom to determine if they collided.
67 | * @param other Another atom
68 | * @return boolean true if this atom and other atom has collided,
69 | * otherwise false.
70 | */
71 | private boolean collide(Atom other) {
72 |
73 | // if an object is hidden they didn't collide.
74 | if (!node.isVisible() ||
75 | !other.node.isVisible() ||
76 | this == other) {
77 | return false;
78 | }
79 |
80 | // determine it's size
81 | Circle otherSphere = other.getAsCircle();
82 | Circle thisSphere = getAsCircle();
83 | double dx = otherSphere.getTranslateX() - thisSphere.getTranslateX();
84 | double dy = otherSphere.getTranslateY() - thisSphere.getTranslateY();
85 | double distance = Math.sqrt( dx * dx + dy * dy );
86 | double minDist = otherSphere.getRadius() + thisSphere.getRadius() + 3;
87 |
88 | return (distance < minDist);
89 | }
90 |
91 | /**
92 | * Returns a node casted as a JavaFX Circle shape.
93 | * @return Circle shape representing JavaFX node for convenience.
94 | */
95 | public Circle getAsCircle() {
96 | return (Circle) node;
97 | }
98 |
99 | /**
100 | * Animate an implosion. Once done remove from the game world
101 | * @param gameWorld - game world
102 | */
103 | public void implode(final GameWorld gameWorld) {
104 | vX = vY = 0;
105 | FadeTransitionBuilder.create()
106 | .node(node)
107 | .duration(Duration.millis(300))
108 | .fromValue(node.getOpacity())
109 | .toValue(0)
110 | .onFinished(new EventHandler() {
111 | @Override
112 | public void handle(ActionEvent arg0) {
113 | isDead = true;
114 | gameWorld.getSceneNodes().getChildren().remove(node);
115 | }
116 | })
117 | .build()
118 | .play();
119 | }
120 | }
121 |
--------------------------------------------------------------------------------
/demos/navigateship/build.gradle:
--------------------------------------------------------------------------------
1 | apply plugin: 'java'
2 | apply plugin: 'application'
3 | apply plugin: 'idea'
4 | project.ext.group = 'carlfx'
5 | project.version = 0.3
6 | project.ext.jdkVersion = 1.7
7 | project.ext.antJavafxJar = 'build/classes/ant-javafx'
8 | project.ext.jfxgenProj = project(':jfxgenproj')
9 | project.ext.javafxHome = System.getenv('JAVAFX_HOME')
10 |
11 | // =========================================
12 | // Whenever you want to publish jars to your
13 | // server you can pass in the host url for
14 | // the jfx build to embed the url into the
15 | // jnlp file.
16 | // Example:
17 | // gradle -DhostUrl=http://mysite/here
18 | // =========================================
19 | sourceCompatibility = jdkVersion
20 | targetCompatibility = jdkVersion
21 |
22 | configurations {
23 |
24 | }
25 |
26 | repositories {
27 | mavenCentral()
28 | flatDir {
29 | dirs "${project.ext.javafxHome}/tools/"
30 | }
31 |
32 | }
33 |
34 |
35 | dependencies {
36 | compile project(':jfxgenproj')
37 | compile files("${project.ext.javafxHome}/rt/lib/jfxrt.jar")
38 | testCompile 'junit:junit:4.10'
39 | }
40 |
41 |
42 | project.ext.mainClass = "carlfx.demos.navigateship.Part3_4_5"
43 |
44 |
45 | task fxjar(dependsOn: [':jfxgenproj:jar', 'classes']) << {
46 | def fx = 'javafx:com.sun.javafx.tools.ant'
47 | ant.sequential {
48 | taskdef(resource: 'com/sun/javafx/tools/ant/antlib.xml',
49 | uri: fx,
50 | classpath: "${project.ext.javafxHome}/tools/ant-javafx.jar")
51 |
52 | "$fx:application"(id: 'app-info',
53 | name: project.name,
54 | mainClass: project.ext.mainClass)
55 |
56 | ext.requiredLibs = configurations.runtime.findAll { File file ->
57 | (!file.name.equals('jfxrt.jar'))
58 | }
59 | copy {
60 | into "build/libs"
61 | from ext.requiredLibs
62 | }
63 |
64 | // So important that the resources fileset jar file must exist in the directory. (jfxgenproj-0.1.jar)
65 | "$fx:jar"(destfile: "build/libs/${project.name}-${project.version}.jar") {
66 | application(refid: 'app-info')
67 | fileset(dir: 'build/resources/main')
68 | fileset(dir: 'build/classes/main')
69 | resources(id: 'images', description: 'runtime classpath') {
70 | requiredLibs.each { File file ->
71 | fileset(dir: 'build/libs', includes: file.name)
72 | }
73 | }
74 | }
75 |
76 | }
77 | }
78 |
79 | task fxJnlp(dependsOn: 'fxjar') << {
80 | def fx = 'javafx:com.sun.javafx.tools.ant'
81 | ant.sequential {
82 | taskdef(resource: 'com/sun/javafx/tools/ant/antlib.xml',
83 | uri: fx, classpath: "${project.ext.javafxHome}/tools/ant-javafx.jar")
84 |
85 | "$fx:application"(id: 'app-info', name: project.name, mainClass: project.ext.mainClass)
86 |
87 | ext.applet_width = '300'
88 | ext.applet_height = '300'
89 | ext.application_title = 'SoundPart5'
90 | ext.application_vendor = 'CarlFX.wordpress.com'
91 | ext.requiredLibs = configurations.runtime.findAll { File file -> (!file.name.equals('jfxrt.jar')) }
92 | "$fx:deploy"(
93 | width: "${ext.applet_width}",
94 | height: "${ext.applet_height}",
95 | outdir: "build/libs",
96 | /*embedJNLP: "true",*/
97 | outfile: "${ext.application_title}") {
98 | application(refid: 'app-info', mainClass: project.ext.mainClass)
99 | platform(javafx: '2.1+', j2se: '1.7+')
100 | resources(id: 'xyz', description: 'all jars') {
101 | ant.fileset(dir: "build/libs", includes: '*.jar')
102 | }
103 |
104 | info(title: "Sound Manager", vendor: "${ext.application_vendor}")
105 | //permissions(elevated: "true")
106 | } // fx.ant.deploy
107 |
108 | } // ant
109 |
110 | // replace applet end tag with applet-desc
111 | File jnlpFileOrig = new File("build/libs/${ext.application_title}.jnlp")
112 | File jnlpFileTmp = new File("build/libs/${ext.application_title}.jnlp.tmp")
113 | String oldJnlp = jnlpFileOrig.getText()
114 | String newJnlp = oldJnlp.replaceAll("applet>", "applet-desc>")
115 | //println(newJnlp)
116 | //println('======')
117 | // add the host url on the href
118 | def jnlpXml = new XmlParser().parseText(newJnlp)
119 | if (System.properties['hostUrl']) {
120 | jnlpXml.@href = "${System.properties['hostUrl']}/${jnlpXml.@href}"
121 | }
122 | def xmlWriter = new StringWriter()
123 | def xmlNodePrinter = new XmlNodePrinter(new PrintWriter(xmlWriter))
124 | xmlNodePrinter.setPreserveWhitespace(true)
125 | xmlNodePrinter.print(jnlpXml)
126 | def xmlFinal = xmlWriter.toString()
127 | //println(xmlFinal)
128 | jnlpFileTmp << xmlFinal
129 | jnlpFileOrig.delete()
130 | jnlpFileTmp.renameTo(jnlpFileOrig)
131 |
132 | }
133 |
134 |
135 | defaultTasks 'clean', 'fxJnlp'
136 |
--------------------------------------------------------------------------------
/demos/atomsmasher/build.gradle:
--------------------------------------------------------------------------------
1 | apply plugin: 'java'
2 | apply plugin:'application'
3 | apply plugin: 'idea'
4 | project.ext.group = 'carlfx'
5 | project.version = 0.1
6 | project.ext.jdkVersion = 1.7
7 | project.ext.antJavafxJar = 'build/classes/ant-javafx'
8 | project.ext.jfxgenProj = project(':jfxgenproj')
9 | project.ext.javafxHome = System.getenv('JAVAFX_HOME')
10 |
11 | sourceCompatibility = jdkVersion
12 | targetCompatibility = jdkVersion
13 |
14 | configurations {
15 |
16 | }
17 |
18 | repositories {
19 | mavenCentral()
20 | flatDir {
21 | dirs "${project.ext.javafxHome}/tools/"
22 | }
23 |
24 | }
25 |
26 |
27 | dependencies {
28 | compile project(':jfxgenproj')
29 | compile files("${project.ext.javafxHome}/rt/lib/jfxrt.jar")
30 | testCompile 'junit:junit:4.10'
31 | }
32 |
33 |
34 | project.ext.mainClass = "carlfx.demos.atomsmasher.GameLoopPart2"
35 |
36 | task fxjar(dependsOn:[':jfxgenproj:jar', 'classes']) << {
37 | def fx = 'javafx:com.sun.javafx.tools.ant'
38 | ant.sequential{
39 | taskdef(resource:'com/sun/javafx/tools/ant/antlib.xml',
40 | uri:fx, classpath: "${project.ext.javafxHome}/tools/ant-javafx.jar")
41 |
42 | "$fx:application"(id:'app-info', name:project.name, mainClass:project.ext.mainClass)
43 |
44 | ext.requiredLibs = configurations.runtime.findAll { File file -> (!file.name.equals('jfxrt.jar')) }
45 | copy {
46 | into "build/libs"
47 | from ext.requiredLibs
48 | }
49 |
50 | // So important that the resources fileset jar file must exist in the directory. (jfxgenproj-0.1.jar)
51 | "$fx:jar"(destfile:"build/libs/${project.name}-${project.version}.jar"){
52 | application(refid:'app-info')
53 | fileset(dir:'build/classes/main')
54 | resources (id:'xyz', description:'runtime classpath'){
55 | requiredLibs.each { File file ->
56 | fileset(dir:'build/libs', includes: file.name)
57 | }
58 | }
59 | }
60 |
61 | }
62 | }
63 |
64 | task fxJnlp(dependsOn:'fxjar') << {
65 | def fx = 'javafx:com.sun.javafx.tools.ant'
66 | ant.sequential{
67 | taskdef(resource:'com/sun/javafx/tools/ant/antlib.xml',
68 | uri:fx, classpath: "${project.ext.javafxHome}/tools/ant-javafx.jar")
69 |
70 | "$fx:application"(id:'app-info', name:project.name, mainClass:project.ext.mainClass)
71 |
72 | ext.applet_width = '300'
73 | ext.applet_height = '300'
74 | ext.application_title = 'GameLoopPart2'
75 | ext.application_vendor = 'CarlFX.wordpress.com'
76 | ext.requiredLibs = configurations.runtime.findAll { File file -> (!file.name.equals('jfxrt.jar')) }
77 | "$fx:deploy"(
78 | width: "${ext.applet_width}",
79 | height: "${ext.applet_height}",
80 | outdir: "build/libs",
81 | /*embedJNLP: "true",*/
82 | outfile: "${ext.application_title}") {
83 | application(refid: 'app-info', mainClass:project.ext.mainClass)
84 | platform(javafx: '2.1+', j2se: '1.7+')
85 | resources (id:'xyz', description:'all jars'){
86 | ant.fileset(dir: "build/libs", includes: '*.jar')
87 | }
88 |
89 | info(title:"Atom Smasher",
90 | vendor: "${ext.application_vendor}")
91 | //permissions(elevated: "true")
92 | } // fx.ant.deploy
93 |
94 | } // ant
95 |
96 |
97 | // replace applet end tag with applet-desc
98 | File jnlpFileOrig = new File("build/libs/${ext.application_title}.jnlp")
99 | File jnlpFileTmp = new File("build/libs/${ext.application_title}.jnlp.tmp")
100 | String oldJnlp = jnlpFileOrig.getText()
101 | String newJnlp = oldJnlp.replaceAll("applet>", "applet-desc>")
102 | //println(newJnlp)
103 | //println('======')
104 | // add the host url on the href
105 | def jnlpXml = new XmlParser().parseText(newJnlp)
106 | if (System.properties['hostUrl']) {
107 | jnlpXml.@href = "${System.properties['hostUrl']}/${jnlpXml.@href}"
108 | }
109 | def xmlWriter = new StringWriter()
110 | def xmlNodePrinter = new XmlNodePrinter(new PrintWriter(xmlWriter))
111 | xmlNodePrinter.setPreserveWhitespace(true)
112 | xmlNodePrinter.print(jnlpXml)
113 | def xmlFinal = xmlWriter.toString()
114 | //println(xmlFinal)
115 | jnlpFileTmp << xmlFinal
116 | jnlpFileOrig.delete()
117 | jnlpFileTmp.renameTo(jnlpFileOrig)
118 |
119 | }
120 |
121 |
122 | task fxJnlpTest() << {
123 |
124 | ext.applet_width = '300'
125 | ext.applet_height = '300'
126 | ext.application_title = 'GameLoopPart2'
127 | ext.application_vendor = 'CarlFX.wordpress.com'
128 |
129 | // replace applet end tag with applet-desc
130 | File jnlpFileOrig = new File("build/libs/${ext.application_title}.jnlp")
131 | File jnlpFileTmp = new File("build/libs/${ext.application_title}.jnlp.tmp")
132 | String oldJnlp = jnlpFileOrig.getText()
133 | String newJnlp = oldJnlp.replaceAll("applet>", "applet-desc>")
134 | println(newJnlp)
135 | println('======')
136 | // add the host url on the href
137 | def jnlpXml = new XmlParser().parseText(newJnlp)
138 | jnlpXml.@href = "http://www.jroller.com/carldea/resource/${jnlpXml.@href}"
139 |
140 |
141 |
142 | def xmlWriter = new StringWriter()
143 | def xmlNodePrinter = new XmlNodePrinter(new PrintWriter(xmlWriter))
144 | xmlNodePrinter.setPreserveWhitespace(true)
145 | xmlNodePrinter.print(jnlpXml)
146 | def xmlFinal = xmlWriter.toString()
147 | println(xmlFinal)
148 | jnlpFileTmp << xmlFinal
149 | jnlpFileOrig.delete()
150 | jnlpFileTmp.renameTo(jnlpFileOrig)
151 |
152 |
153 | }
154 |
155 |
156 | defaultTasks 'clean', 'fxJnlp'
157 |
--------------------------------------------------------------------------------
/demos/atomsmasher/src/main/java/carlfx/demo/atomsmasher/AtomSmasher.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.atomsmasher;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import carlfx.gameengine.Sprite;
5 | import java.util.Random;
6 | import javafx.animation.Timeline;
7 | import javafx.event.EventHandler;
8 | import javafx.scene.Group;
9 | import javafx.scene.Scene;
10 | import javafx.scene.control.ButtonBuilder;
11 | import javafx.scene.control.Label;
12 | import javafx.scene.input.MouseEvent;
13 | import javafx.scene.layout.HBoxBuilder;
14 | import javafx.scene.layout.VBox;
15 | import javafx.scene.layout.VBoxBuilder;
16 | import javafx.scene.paint.Color;
17 | import javafx.scene.shape.Circle;
18 | import javafx.stage.Stage;
19 | import static javafx.animation.Animation.Status.RUNNING;
20 | import static javafx.animation.Animation.Status.STOPPED;
21 |
22 | /**
23 | * This is a simple game world simulating a bunch of spheres looking
24 | * like atomic particles colliding with each other. When the game loop begins
25 | * the user will notice random spheres (atomic particles) floating and
26 | * colliding. The user is able to press a button to generate more
27 | * atomic particles. Also, the user can freeze the game.
28 | *
29 | * @author cdea
30 | */
31 | public class AtomSmasher extends GameWorld {
32 | /** Read only field to show the number of sprite objects are on the field*/
33 | private final static Label NUM_SPRITES_FIELD = new Label();
34 |
35 | public AtomSmasher(int fps, String title){
36 | super(fps, title);
37 | }
38 |
39 | /**
40 | * Initialize the game world by adding sprite objects.
41 | * @param primaryStage
42 | */
43 | @Override
44 | public void initialize(final Stage primaryStage) {
45 | // Sets the window title
46 | primaryStage.setTitle(getWindowTitle());
47 |
48 | // Create the scene
49 | setSceneNodes(new Group());
50 | setGameSurface(new Scene(getSceneNodes(), 640, 580));
51 | primaryStage.setScene(getGameSurface());
52 |
53 | // Create many spheres
54 | generateManySpheres(150);
55 |
56 | // Display the number of spheres visible.
57 | // Create a button to add more spheres.
58 | // Create a button to freeze the game loop.
59 | final Timeline gameLoop = getGameLoop();
60 | VBox stats = VBoxBuilder.create()
61 | .spacing(5)
62 | .translateX(10)
63 | .translateY(10)
64 | .children(HBoxBuilder.create()
65 | .spacing(5)
66 | .children(new Label("Number of Particles: "), // show no. particles
67 | NUM_SPRITES_FIELD).build(),
68 |
69 | // button to build more spheres
70 | ButtonBuilder.create()
71 | .text("Regenerate")
72 | .onMousePressed(new EventHandler() {
73 | @Override
74 | public void handle(MouseEvent arg0) {
75 | generateManySpheres(150);
76 | }}).build(),
77 |
78 | // button to freeze game loop
79 | ButtonBuilder.create()
80 | .text("Freeze/Resume")
81 | .onMousePressed(new EventHandler() {
82 |
83 | @Override
84 | public void handle(MouseEvent arg0) {
85 | switch (gameLoop.getStatus()) {
86 | case RUNNING:
87 | gameLoop.stop();
88 | break;
89 | case STOPPED:
90 | gameLoop.play();
91 | break;
92 | }
93 | }}).build()
94 | ).build(); // (VBox) stats on children
95 |
96 | // lay down the controls
97 | getSceneNodes().getChildren().add(stats);
98 | }
99 |
100 |
101 | /**
102 | * Make some more space spheres (Atomic particles)
103 | */
104 | private void generateManySpheres(int numSpheres) {
105 | Random rnd = new Random();
106 | Scene gameSurface = getGameSurface();
107 | for (int i=0; i (gameSurface.getWidth() - (circle.getRadius() * 2))) {
121 | newX = gameSurface.getWidth() - (circle.getRadius() * 2);
122 | }
123 |
124 | // check for the bottom of screen the height newY is greater than height
125 | // minus radius times 2(height of sprite)
126 | double newY = rnd.nextInt((int) gameSurface.getHeight());
127 | if (newY > (gameSurface.getHeight() - (circle.getRadius() * 2))) {
128 | newY = gameSurface.getHeight() - (circle.getRadius() * 2);
129 | }
130 |
131 | circle.setTranslateX(newX);
132 | circle.setTranslateY(newY);
133 | circle.setVisible(true);
134 | circle.setId(b.toString());
135 |
136 | // add to actors in play (sprite objects)
137 | getSpriteManager().addSprites(b);
138 |
139 | // add sprite's
140 | getSceneNodes().getChildren().add(0, b.node);
141 |
142 | }
143 | }
144 |
145 | /**
146 | * Each sprite will update it's velocity and bounce off wall borders.
147 | * @param sprite - An atomic particle (a sphere).
148 | */
149 | @Override
150 | protected void handleUpdate(Sprite sprite) {
151 | if (sprite instanceof Atom) {
152 | Atom sphere = (Atom) sprite;
153 |
154 | // advance the spheres velocity
155 | sphere.update();
156 |
157 | // bounce off the walls when outside of boundaries
158 | if (sphere.node.getTranslateX() > (getGameSurface().getWidth() -
159 | sphere.node.getBoundsInParent().getWidth()) ||
160 | sphere.node.getTranslateX() < 0 ) { sphere.vX = sphere.vX * -1; } if (sphere.node.getTranslateY() > getGameSurface().getHeight()-
161 | sphere.node.getBoundsInParent().getHeight() ||
162 | sphere.node.getTranslateY() < 0) {
163 | sphere.vY = sphere.vY * -1;
164 | }
165 | }
166 | }
167 |
168 | /**
169 | * How to handle the collision of two sprite objects. Stops the particle
170 | * by zeroing out the velocity if a collision occurred.
171 | * @param spriteA
172 | * @param spriteB
173 | * @return
174 | */
175 | @Override
176 | protected boolean handleCollision(Sprite spriteA, Sprite spriteB) {
177 | if (spriteA.collide(spriteB)) {
178 | ((Atom)spriteA).implode(this);
179 | ((Atom)spriteB).implode(this);
180 | getSpriteManager().addSpritesToBeRemoved(spriteA, spriteB);
181 | return true;
182 | }
183 | return false;
184 | }
185 |
186 | /**
187 | * Remove dead things.
188 | */
189 | @Override
190 | protected void cleanupSprites() {
191 | // removes from the scene and backend store
192 | super.cleanupSprites();
193 |
194 | // let user know how many sprites are showing.
195 | NUM_SPRITES_FIELD.setText(String.valueOf(getSpriteManager().getAllSprites().size()));
196 |
197 | }
198 | }
199 |
--------------------------------------------------------------------------------
/jfxgenproj/src/main/java/carlfx/gameengine/GameWorld.java:
--------------------------------------------------------------------------------
1 | package carlfx.gameengine;
2 |
3 | import javafx.animation.Animation;
4 | import javafx.animation.KeyFrame;
5 | import javafx.animation.Timeline;
6 | import javafx.animation.TimelineBuilder;
7 | import javafx.event.ActionEvent;
8 | import javafx.event.EventHandler;
9 | import javafx.scene.Group;
10 | import javafx.scene.Scene;
11 | import javafx.stage.Stage;
12 | import javafx.util.Duration;
13 |
14 | /**
15 | * This application demonstrates a JavaFX 2.x Game Loop.
16 | * Shown below are the methods which comprise of the fundamentals to a
17 | * simple game loop in JavaFX:
18 | *
19 | * initialize() - Initialize the game world.
20 | * beginGameLoop() - Creates a JavaFX Timeline object containing the game life cycle.
21 | * updateSprites() - Updates the sprite objects each period (per frame)
22 | * checkCollisions() - Method will determine objects that collide with each other.
23 | * cleanupSprites() - Any sprite objects needing to be removed from play.
24 | *
25 | *
26 | * @author cdea
27 | */
28 | public abstract class GameWorld {
29 |
30 | /**
31 | * The JavaFX Scene as the game surface
32 | */
33 | private Scene gameSurface;
34 | /**
35 | * All nodes to be displayed in the game window.
36 | */
37 | private Group sceneNodes;
38 | /**
39 | * The game loop using JavaFX's Timeline API.
40 | */
41 | private static Timeline gameLoop;
42 |
43 | /**
44 | * Number of frames per second.
45 | */
46 | private final int framesPerSecond;
47 |
48 | /**
49 | * Title in the application window.
50 | */
51 | private final String windowTitle;
52 |
53 | /**
54 | * The sprite manager.
55 | */
56 | private final SpriteManager spriteManager = new SpriteManager();
57 |
58 | private final SoundManager soundManager = new SoundManager(3);
59 |
60 | /**
61 | * Constructor that is called by the derived class. This will
62 | * set the frames per second, title, and setup the game loop.
63 | *
64 | * @param fps - Frames per second.
65 | * @param title - Title of the application window.
66 | */
67 | public GameWorld(final int fps, final String title) {
68 | framesPerSecond = fps;
69 | windowTitle = title;
70 | // create and set timeline for the game loop
71 | buildAndSetGameLoop();
72 | }
73 |
74 | /**
75 | * Builds and sets the game loop ready to be started.
76 | */
77 | protected final void buildAndSetGameLoop() {
78 |
79 | final Duration oneFrameAmt = Duration.millis(1000 / (float) getFramesPerSecond());
80 | final KeyFrame oneFrame = new KeyFrame(oneFrameAmt,
81 | new EventHandler() {
82 |
83 | @Override
84 | public void handle(javafx.event.ActionEvent event) {
85 |
86 | // update actors
87 | updateSprites();
88 |
89 | // check for collision
90 | checkCollisions();
91 |
92 | // removed dead things
93 | cleanupSprites();
94 |
95 | }
96 | }); // oneFrame
97 |
98 | // sets the game world's game loop (Timeline)
99 | setGameLoop(TimelineBuilder.create()
100 | .cycleCount(Animation.INDEFINITE)
101 | .keyFrames(oneFrame)
102 | .build());
103 | }
104 |
105 | /**
106 | * Initialize the game world by update the JavaFX Stage.
107 | *
108 | * @param primaryStage The main window containing the JavaFX Scene.
109 | */
110 | public abstract void initialize(final Stage primaryStage);
111 |
112 | /**
113 | * Kicks off (plays) the Timeline objects containing one key frame
114 | * that simply runs indefinitely with each frame invoking a method
115 | * to update sprite objects, check for collisions, and cleanup sprite
116 | * objects.
117 | */
118 | public void beginGameLoop() {
119 | getGameLoop().play();
120 | }
121 |
122 | /**
123 | * Updates each game sprite in the game world. This method will
124 | * loop through each sprite and passing it to the handleUpdate()
125 | * method. The derived class should override handleUpdate() method.
126 | */
127 | protected void updateSprites() {
128 | for (Sprite sprite : spriteManager.getAllSprites()) {
129 | handleUpdate(sprite);
130 | }
131 | }
132 |
133 | /**
134 | * Updates the sprite object's information to position on the game surface.
135 | *
136 | * @param sprite - The sprite to update.
137 | */
138 | protected void handleUpdate(Sprite sprite) {
139 | }
140 |
141 | /**
142 | * Checks each game sprite in the game world to determine a collision
143 | * occurred. The method will loop through each sprite and
144 | * passing it to the handleCollision()
145 | * method. The derived class should override handleCollision() method.
146 | */
147 | protected void checkCollisions() {
148 | // check other sprite's collisions
149 | spriteManager.resetCollisionsToCheck();
150 | // check each sprite against other sprite objects.
151 | for (Sprite spriteA : spriteManager.getCollisionsToCheck()) {
152 | for (Sprite spriteB : spriteManager.getAllSprites()) {
153 | if (handleCollision(spriteA, spriteB)) {
154 | // The break helps optimize the collisions
155 | // The break statement means one object only hits another
156 | // object as opposed to one hitting many objects.
157 | // To be more accurate comment out the break statement.
158 | break;
159 | }
160 | }
161 | }
162 | }
163 |
164 | /**
165 | * When two objects collide this method can handle the passed in sprite
166 | * objects. By default it returns false, meaning the objects do not
167 | * collide.
168 | *
169 | * @param spriteA - called from checkCollision() method to be compared.
170 | * @param spriteB - called from checkCollision() method to be compared.
171 | * @return boolean True if the objects collided, otherwise false.
172 | */
173 | protected boolean handleCollision(Sprite spriteA, Sprite spriteB) {
174 | return false;
175 | }
176 |
177 | /**
178 | * Sprites to be cleaned up.
179 | */
180 | protected void cleanupSprites() {
181 | spriteManager.cleanupSprites();
182 | }
183 |
184 | /**
185 | * Returns the frames per second.
186 | *
187 | * @return int The frames per second.
188 | */
189 | protected int getFramesPerSecond() {
190 | return framesPerSecond;
191 | }
192 |
193 | /**
194 | * Returns the game's window title.
195 | *
196 | * @return String The game's window title.
197 | */
198 | public String getWindowTitle() {
199 | return windowTitle;
200 | }
201 |
202 | /**
203 | * The game loop (Timeline) which is used to update, check collisions, and
204 | * cleanup sprite objects at every interval (fps).
205 | *
206 | * @return Timeline An animation running indefinitely representing the game
207 | * loop.
208 | */
209 | protected static Timeline getGameLoop() {
210 | return gameLoop;
211 | }
212 |
213 | /**
214 | * The sets the current game loop for this game world.
215 | *
216 | * @param gameLoop Timeline object of an animation running indefinitely
217 | * representing the game loop.
218 | */
219 | protected static void setGameLoop(Timeline gameLoop) {
220 | GameWorld.gameLoop = gameLoop;
221 | }
222 |
223 | /**
224 | * Returns the sprite manager containing the sprite objects to
225 | * manipulate in the game.
226 | *
227 | * @return SpriteManager The sprite manager.
228 | */
229 | public SpriteManager getSpriteManager() {
230 | return spriteManager;
231 | }
232 |
233 | /**
234 | * Returns the JavaFX Scene. This is called the game surface to
235 | * allow the developer to add JavaFX Node objects onto the Scene.
236 | *
237 | * @return Scene The JavaFX scene graph.
238 | */
239 | public Scene getGameSurface() {
240 | return gameSurface;
241 | }
242 |
243 | /**
244 | * Sets the JavaFX Scene. This is called the game surface to
245 | * allow the developer to add JavaFX Node objects onto the Scene.
246 | *
247 | * @param gameSurface The main game surface (JavaFX Scene).
248 | */
249 | protected void setGameSurface(Scene gameSurface) {
250 | this.gameSurface = gameSurface;
251 | }
252 |
253 | /**
254 | * All JavaFX nodes which are rendered onto the game surface(Scene) is
255 | * a JavaFX Group object.
256 | *
257 | * @return Group The root containing many child nodes to be displayed into
258 | * the Scene area.
259 | */
260 | public Group getSceneNodes() {
261 | return sceneNodes;
262 | }
263 |
264 | /**
265 | * Sets the JavaFX Group that will hold all JavaFX nodes which are rendered
266 | * onto the game surface(Scene) is a JavaFX Group object.
267 | *
268 | * @param sceneNodes The root container having many children nodes
269 | * to be displayed into the Scene area.
270 | */
271 | protected void setSceneNodes(Group sceneNodes) {
272 | this.sceneNodes = sceneNodes;
273 | }
274 |
275 | protected SoundManager getSoundManager() {
276 | return soundManager;
277 | }
278 |
279 | /**
280 | * Stop threads and stop media from playing.
281 | */
282 | public void shutdown() {
283 | getGameLoop().stop();
284 | getSoundManager().shutdown();
285 | }
286 | }
287 |
--------------------------------------------------------------------------------
/demos/navigateship/src/main/java/carlfx/demos/navigateship/TheExpanse.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.navigateship;
2 |
3 | import carlfx.gameengine.GameWorld;
4 | import carlfx.gameengine.Sprite;
5 | import javafx.event.ActionEvent;
6 | import javafx.event.EventHandler;
7 | import javafx.scene.CacheHint;
8 | import javafx.scene.Group;
9 | import javafx.scene.Node;
10 | import javafx.scene.Scene;
11 | import javafx.scene.control.Button;
12 | import javafx.scene.control.Label;
13 | import javafx.scene.control.TextField;
14 | import javafx.scene.input.KeyCode;
15 | import javafx.scene.input.KeyEvent;
16 | import javafx.scene.input.MouseButton;
17 | import javafx.scene.input.MouseEvent;
18 | import javafx.scene.layout.HBox;
19 | import javafx.scene.layout.VBox;
20 | import javafx.scene.paint.Color;
21 | import javafx.scene.shape.Circle;
22 | import javafx.stage.Stage;
23 |
24 | import java.util.Random;
25 |
26 | /**
27 | * This is a simple game world simulating a bunch of spheres looking
28 | * like atomic particles colliding with each other. When the game loop begins
29 | * the user will notice random spheres (atomic particles) floating and
30 | * colliding. The user will navigate his/her ship by right clicking the mouse to
31 | * trust forward and left click to fire weapon to atoms.
32 | *
33 | * @author cdea
34 | */
35 | public class TheExpanse extends GameWorld {
36 |
37 | // mouse pt label
38 | Label mousePtLabel = new Label();
39 |
40 | // mouse press pt label
41 | Label mousePressPtLabel = new Label();
42 |
43 | TextField xCoordinate = new TextField("234");
44 | TextField yCoordinate = new TextField("200");
45 | Button moveShipButton = new Button("Rotate ship");
46 |
47 | Ship myShip = new Ship();
48 |
49 | public TheExpanse(int fps, String title) {
50 | super(fps, title);
51 | }
52 |
53 | /**
54 | * Initialize the game world by adding sprite objects.
55 | *
56 | * @param primaryStage The game window or primary stage.
57 | */
58 | @Override
59 | public void initialize(final Stage primaryStage) {
60 | // Sets the window title
61 | primaryStage.setTitle(getWindowTitle());
62 | //primaryStage.setFullScreen(true);
63 |
64 | // Create the scene
65 | setSceneNodes(new Group());
66 | setGameSurface(new Scene(getSceneNodes(), 800, 600));
67 | getGameSurface().setFill(Color.BLACK);
68 | primaryStage.setScene(getGameSurface());
69 | // Setup Game input
70 | setupInput(primaryStage);
71 |
72 |
73 | // Create many spheres
74 | generateManySpheres(2);
75 |
76 | // Display the number of spheres visible.
77 | // Create a button to add more spheres.
78 | // Create a button to freeze the game loop.
79 | //final Timeline gameLoop = getGameLoop();
80 | getSpriteManager().addSprites(myShip);
81 | getSceneNodes().getChildren().add(0, myShip.node);
82 |
83 | // mouse point
84 | VBox stats = new VBox();
85 |
86 | HBox row1 = new HBox();
87 | mousePtLabel.setTextFill(Color.WHITE);
88 | row1.getChildren().add(mousePtLabel);
89 | HBox row2 = new HBox();
90 | mousePressPtLabel.setTextFill(Color.WHITE);
91 | row2.getChildren().add(mousePressPtLabel);
92 |
93 | stats.getChildren().add(row1);
94 | stats.getChildren().add(row2);
95 |
96 | // mouse point
97 | HBox enterCoord1 = new HBox();
98 | enterCoord1.getChildren().add(xCoordinate);
99 | enterCoord1.getChildren().add(yCoordinate);
100 | enterCoord1.getChildren().add(moveShipButton);
101 | stats.getChildren().add(enterCoord1);
102 | moveShipButton.setOnAction(new EventHandler() {
103 | @Override
104 | public void handle(ActionEvent actionEvent) {
105 | double x = Double.parseDouble(xCoordinate.getText());
106 | double y = Double.parseDouble(yCoordinate.getText());
107 | myShip.plotCourse(x, y, false);
108 | }
109 | });
110 |
111 | // load sound file
112 | getSoundManager().loadSoundEffects("laser", getClass().getClassLoader().getResource("laser_2.mp3"));
113 |
114 | // ===================================================
115 | // Debugging purposes
116 | // uncomment to test mouse press and rotation angles.
117 | //getSceneNodes().getChildren().add(stats);
118 | }
119 |
120 | /**
121 | * Sets up the mouse input.
122 | *
123 | * @param primaryStage The primary stage (app window).
124 | */
125 | private void setupInput(Stage primaryStage) {
126 | System.out.println("Ship's center is (" + myShip.getCenterX() + ", " + myShip.getCenterY() + ")");
127 |
128 | EventHandler fireOrMove = new EventHandler() {
129 | @Override
130 | public void handle(MouseEvent event) {
131 | mousePressPtLabel.setText("Mouse Press PT = (" + event.getX() + ", " + event.getY() + ")");
132 | if (event.getButton() == MouseButton.PRIMARY) {
133 | // Aim
134 | myShip.plotCourse(event.getX(), event.getY(), false);
135 | // fire
136 | Missile m1 = myShip.fire();
137 | getSpriteManager().addSprites(m1);
138 |
139 | // play sound
140 | getSoundManager().playSound("laser");
141 |
142 | getSceneNodes().getChildren().add(0, m1.node);
143 |
144 |
145 | } else if (event.getButton() == MouseButton.SECONDARY) {
146 | // determine when all atoms are not on the game surface. Ship should be one sprite left.
147 | if (getSpriteManager().getAllSprites().size() <= 1) {
148 | generateManySpheres(30);
149 | }
150 |
151 | // stop ship from moving forward
152 | myShip.applyTheBrakes(event.getX(), event.getY());
153 | // move forward and rotate ship
154 | myShip.plotCourse(event.getX(), event.getY(), true);
155 | }
156 |
157 | }
158 | };
159 |
160 |
161 | // Initialize input
162 | primaryStage.getScene().setOnMousePressed(fireOrMove);
163 | //addEventHandler(MouseEvent.MOUSE_PRESSED, me);
164 |
165 | // set up stats
166 | EventHandler changeWeapons = new EventHandler() {
167 | @Override
168 | public void handle(KeyEvent event) {
169 | if (KeyCode.SPACE == event.getCode()) {
170 | myShip.shieldToggle();
171 | return;
172 | }
173 | myShip.changeWeapon(event.getCode());
174 |
175 | }
176 | };
177 | primaryStage.getScene().setOnKeyPressed(changeWeapons);
178 |
179 |
180 | // set up stats
181 | EventHandler showMouseMove = new EventHandler() {
182 | @Override
183 | public void handle(MouseEvent event) {
184 | mousePtLabel.setText("Mouse PT = (" + event.getX() + ", " + event.getY() + ")");
185 | }
186 | };
187 |
188 | primaryStage.getScene().setOnMouseMoved(showMouseMove);
189 | }
190 |
191 | /**
192 | * Make some more space spheres (Atomic particles)
193 | *
194 | * @param numSpheres The number of random sized, color, and velocity atoms to generate.
195 | */
196 | private void generateManySpheres(int numSpheres) {
197 | Random rnd = new Random();
198 | Scene gameSurface = getGameSurface();
199 | for (int i = 0; i < numSpheres; i++) {
200 | Color c = Color.rgb(rnd.nextInt(255), rnd.nextInt(255), rnd.nextInt(255));
201 | Atom b = new Atom(rnd.nextInt(15) + 5, c, true);
202 | Circle circle = b.getAsCircle();
203 | // random 0 to 2 + (.0 to 1) * random (1 or -1)
204 | b.vX = (rnd.nextInt(2) + rnd.nextDouble()) * (rnd.nextBoolean() ? 1 : -1);
205 | b.vY = (rnd.nextInt(2) + rnd.nextDouble()) * (rnd.nextBoolean() ? 1 : -1);
206 |
207 | // random x between 0 to width of scene
208 | double newX = rnd.nextInt((int) gameSurface.getWidth());
209 |
210 | // check for the right of the width newX is greater than width
211 | // minus radius times 2(width of sprite)
212 | if (newX > (gameSurface.getWidth() - (circle.getRadius() * 2))) {
213 | newX = gameSurface.getWidth() - (circle.getRadius() * 2);
214 | }
215 |
216 | // check for the bottom of screen the height newY is greater than height
217 | // minus radius times 2(height of sprite)
218 | double newY = rnd.nextInt((int) gameSurface.getHeight());
219 | if (newY > (gameSurface.getHeight() - (circle.getRadius() * 2))) {
220 | newY = gameSurface.getHeight() - (circle.getRadius() * 2);
221 | }
222 |
223 | circle.setTranslateX(newX);
224 | circle.setTranslateY(newY);
225 | circle.setVisible(true);
226 | circle.setId(b.toString());
227 | circle.setCache(true);
228 | circle.setCacheHint(CacheHint.SPEED);
229 | circle.setManaged(false);
230 | // add to actors in play (sprite objects)
231 | getSpriteManager().addSprites(b);
232 |
233 | // add sprite's
234 | getSceneNodes().getChildren().add(b.node);
235 |
236 | }
237 | }
238 |
239 | /**
240 | * Each sprite will update it's velocity and bounce off wall borders.
241 | *
242 | * @param sprite - An atomic particle (a sphere).
243 | */
244 | @Override
245 | protected void handleUpdate(Sprite sprite) {
246 | // advance object
247 | sprite.update();
248 | if (sprite instanceof Missile) {
249 | removeMissiles((Missile) sprite);
250 | } else {
251 | bounceOffWalls(sprite);
252 | }
253 | }
254 |
255 | /**
256 | * Change the direction of the moving object when it encounters the walls.
257 | *
258 | * @param sprite The sprite to update based on the wall boundaries.
259 | * TODO The ship has got issues.
260 | */
261 | private void bounceOffWalls(Sprite sprite) {
262 | // bounce off the walls when outside of boundaries
263 |
264 | Node displayNode;
265 | if (sprite instanceof Ship) {
266 | displayNode = sprite.node;//((Ship)sprite).getCurrentShipImage();
267 | } else {
268 | displayNode = sprite.node;
269 | }
270 | // Get the group node's X and Y but use the ImageView to obtain the width.
271 | if (sprite.node.getTranslateX() > (getGameSurface().getWidth() - displayNode.getBoundsInParent().getWidth()) ||
272 | displayNode.getTranslateX() < 0) {
273 |
274 | // bounce the opposite direction
275 | sprite.vX = sprite.vX * -1;
276 |
277 | }
278 | // Get the group node's X and Y but use the ImageView to obtain the height.
279 | if (sprite.node.getTranslateY() > getGameSurface().getHeight() - displayNode.getBoundsInParent().getHeight() ||
280 | sprite.node.getTranslateY() < 0) {
281 | sprite.vY = sprite.vY * -1;
282 | }
283 | }
284 |
285 | /**
286 | * Remove missiles when they reach the wall boundaries.
287 | *
288 | * @param missile The missile to remove based on the wall boundaries.
289 | */
290 | private void removeMissiles(Missile missile) {
291 | // bounce off the walls when outside of boundaries
292 | if (missile.node.getTranslateX() > (getGameSurface().getWidth() -
293 | missile.node.getBoundsInParent().getWidth()) ||
294 | missile.node.getTranslateX() < 0) {
295 |
296 | getSpriteManager().addSpritesToBeRemoved(missile);
297 | getSceneNodes().getChildren().remove(missile.node);
298 |
299 | }
300 | if (missile.node.getTranslateY() > getGameSurface().getHeight() -
301 | missile.node.getBoundsInParent().getHeight() ||
302 | missile.node.getTranslateY() < 0) {
303 |
304 | getSpriteManager().addSpritesToBeRemoved(missile);
305 | getSceneNodes().getChildren().remove(missile.node);
306 | }
307 | }
308 |
309 | /**
310 | * How to handle the collision of two sprite objects. Stops the particle
311 | * by zeroing out the velocity if a collision occurred.
312 | *
313 | * @param spriteA Sprite from the first list.
314 | * @param spriteB Sprite from the second list.
315 | * @return boolean returns a true if the two sprites have collided otherwise false.
316 | */
317 | @Override
318 | protected boolean handleCollision(Sprite spriteA, Sprite spriteB) {
319 | if (spriteA != spriteB) {
320 | if (spriteA.collide(spriteB)) {
321 |
322 | if (spriteA != myShip) {
323 | spriteA.handleDeath(this);
324 | }
325 | if (spriteB != myShip) {
326 | spriteB.handleDeath(this);
327 | }
328 | }
329 | }
330 |
331 | return false;
332 | }
333 |
334 | }
335 |
--------------------------------------------------------------------------------
/demos/navigateship/src/main/java/carlfx/demos/navigateship/Ship.java:
--------------------------------------------------------------------------------
1 | package carlfx.demos.navigateship;
2 |
3 | import carlfx.gameengine.Sprite;
4 | import javafx.animation.*;
5 | import javafx.event.ActionEvent;
6 | import javafx.event.EventHandler;
7 | import javafx.scene.CacheHint;
8 | import javafx.scene.Group;
9 | import javafx.scene.Node;
10 | import javafx.scene.image.Image;
11 | import javafx.scene.input.KeyCode;
12 | import javafx.scene.paint.Color;
13 | import javafx.scene.shape.Circle;
14 | import javafx.scene.shape.CircleBuilder;
15 | import javafx.util.Duration;
16 |
17 | import java.util.ArrayList;
18 | import java.util.List;
19 |
20 | /**
21 | * A space ship with 32 directions
22 | * When two atoms collide each will fade and become removed from the scene. The
23 | * method called implode() implements a fade transition effect.
24 | *
25 | * @author cdea
26 | */
27 | public class Ship extends Sprite {
28 |
29 | /**
30 | * 360 degree turn
31 | */
32 | private final static int TWO_PI_DEGREES = 360;
33 |
34 | /**
35 | * Number of ship frames and directions the ship is pointing nose
36 | */
37 | private final static int NUM_DIRECTIONS = 32;
38 |
39 | /**
40 | * The angle of one direction (adjacent directions) (11.25 degrees)
41 | */
42 | private final static float UNIT_ANGLE_PER_FRAME = ((float) TWO_PI_DEGREES / NUM_DIRECTIONS);
43 |
44 | /**
45 | * Amount of time it takes the ship to move 180 degrees in milliseconds.
46 | */
47 | private final static int MILLIS_TURN_SHIP_180_DEGREES = 300;
48 |
49 | /**
50 | * When the ship turns on each direction one amount of time for one frame or turn of the ship. (18.75 milliseconds)
51 | */
52 | private final static float MILLIS_PER_FRAME = (float) MILLIS_TURN_SHIP_180_DEGREES / (NUM_DIRECTIONS / 2);
53 |
54 | /**
55 | * All possible turn directions Clockwise, Counter Clockwise, or Neither when the user clicks mouse around ship
56 | */
57 | private enum DIRECTION {
58 | CLOCKWISE, COUNTER_CLOCKWISE, NEITHER
59 | }
60 |
61 | /**
62 | * Velocity amount used vector when ship moves forward. scale vector of ship. See flipBook translateX and Y.
63 | */
64 | private final static float THRUST_AMOUNT = 4.3f;
65 |
66 | /***/
67 | private final static float MISSILE_THRUST_AMOUNT = 6.3F;
68 |
69 | /**
70 | * Angle in degrees to rotate ship.
71 | */
72 |
73 |
74 | /**
75 | * Current turning direction. default is NEITHER. Clockwise and Counter Clockwise.
76 | */
77 | private DIRECTION turnDirection = DIRECTION.NEITHER;
78 |
79 | /**
80 | * The current starting position of the vector or coordinate where the nose of the ship is pointing towards.
81 | */
82 | private Vec u; // current or start vector
83 |
84 | /**
85 | * All ImageViews of all the possible image frames for each direction the ship is pointing. ie: 32 directions.
86 | */
87 | private final List directionalShips = new ArrayList<>();
88 |
89 | /**
90 | * The Timeline instance to animate the ship rotating using images. This is an optical illusion similar to page
91 | * flipping as each frame is displayed the previous visible attribute is set to false. No rotation is happening.
92 | */
93 | private Timeline rotateShipTimeline;
94 |
95 | /**
96 | * The current index into the list of ImageViews representing each direction of the ship. Zero is the ship
97 | * pointing to the right or zero degrees.
98 | */
99 | private int uIndex = 0;
100 |
101 | /**
102 | * The end index into the list of ImageViews representing each direction of the ship. Zero is the ship
103 | * pointing to the right or zero degrees.
104 | */
105 | private int vIndex = 0;
106 |
107 | /**
108 | * The spot where the user has right clicked letting the engine check the ship's center is in this area.
109 | */
110 | private final Circle stopArea = new Circle();
111 |
112 | /**
113 | * A group contain all of the ship image view nodes.
114 | */
115 | private final Group flipBook = new Group();
116 |
117 | /**
118 | * A key code will be used for weapon selection.
119 | */
120 | private KeyCode keyCode;
121 |
122 | /**
123 | * Turn shields on
124 | */
125 | private boolean shieldOn;
126 |
127 | /**
128 | * Green shield to be used as collision bounds.
129 | */
130 | private Circle shield;
131 |
132 | /**
133 | * A fade effect while the shields are up momentarily
134 | */
135 | FadeTransition shieldFade;
136 |
137 | /**
138 | * The collision bounding region for the ship
139 | */
140 | private Circle hitBounds;
141 |
142 | public Ship() {
143 |
144 | // Load one image.
145 | Image shipImage;
146 | shipImage = new Image(getClass().getClassLoader().getResource("ship.png").toExternalForm(), true);
147 | stopArea.setRadius(40);
148 | stopArea.setStroke(Color.ORANGE);
149 | RotatedShipImage prev = null;
150 | // create all the number of directions based on a unit angle. 360 divided by NUM_DIRECTIONS
151 | for (int i = 0; i < NUM_DIRECTIONS; i++) {
152 | RotatedShipImage imageView = new RotatedShipImage();
153 | imageView.setImage(shipImage);
154 | imageView.setRotate(-1 * i * UNIT_ANGLE_PER_FRAME);
155 | imageView.setCache(true);
156 | imageView.setCacheHint(CacheHint.SPEED);
157 | imageView.setManaged(false);
158 |
159 | imageView.prev = prev;
160 | imageView.setVisible(false);
161 | directionalShips.add(imageView);
162 | if (prev != null) {
163 | prev.next = imageView;
164 | }
165 | prev = imageView;
166 | flipBook.getChildren().add(imageView);
167 | }
168 |
169 | RotatedShipImage firstShip = directionalShips.get(0);
170 | firstShip.prev = prev;
171 | prev.next = firstShip;
172 | // set javafx node to an image
173 | firstShip.setVisible(true);
174 | node = flipBook;
175 | flipBook.setTranslateX(200);
176 | flipBook.setTranslateY(300);
177 | flipBook.setCache(true);
178 | flipBook.setCacheHint(CacheHint.SPEED);
179 | flipBook.setManaged(false);
180 | flipBook.setAutoSizeChildren(false);
181 | initHitZone();
182 |
183 | }
184 |
185 | /**
186 | * Initialize the collision region for the space ship.
187 | * It's just a inscribed circle.
188 | */
189 | public void initHitZone() {
190 | // build hit zone
191 | if (hitBounds == null) {
192 | //RotatedShipImage firstShip = directionalShips.get(0);
193 | double hZoneCenterX = 55;
194 | double hZoneCenterY = 34;
195 | hitBounds = CircleBuilder.create()
196 | .centerX(hZoneCenterX)
197 | .centerY(hZoneCenterY)
198 | .stroke(Color.PINK)
199 | .fill(Color.RED)
200 | .radius(15)
201 | .opacity(0)
202 | .build();
203 | flipBook.getChildren().add(hitBounds);
204 | collisionBounds = hitBounds;
205 | }
206 |
207 | }
208 |
209 | /**
210 | * Change the velocity of the atom particle.
211 | */
212 | @Override
213 | public void update() {
214 | flipBook.setTranslateX(flipBook.getTranslateX() + vX);
215 | flipBook.setTranslateY(flipBook.getTranslateY() + vY);
216 |
217 | if (stopArea.contains(getCenterX(), getCenterY())) {
218 | vX = 0;
219 | vY = 0;
220 | }
221 |
222 | }
223 |
224 |
225 | private RotatedShipImage getCurrentShipImage() {
226 | return directionalShips.get(uIndex);
227 | }
228 |
229 | /**
230 | * The center X coordinate of the current visible image. See getCurrentShipImage() method.
231 | *
232 | * @return The scene or screen X coordinate.
233 | */
234 | public double getCenterX() {
235 | RotatedShipImage shipImage = getCurrentShipImage();
236 | return node.getTranslateX() + (shipImage.getBoundsInLocal().getWidth() / 2);
237 | }
238 |
239 | /**
240 | * The center Y coordinate of the current visible image. See getCurrentShipImage() method.
241 | *
242 | * @return The scene or screen Y coordinate.
243 | */
244 | public double getCenterY() {
245 | RotatedShipImage shipImage = getCurrentShipImage();
246 | return node.getTranslateY() + (shipImage.getBoundsInLocal().getHeight() / 2);
247 | }
248 |
249 | /**
250 | * Determines the angle between it's starting position and ending position (Similar to a clock's second hand).
251 | * When the user is shooting the ship nose will point in the direction of the mouse press using the primary button.
252 | * When the user is thrusting to a location on the screen the right click mouse will pass true to the thrust
253 | * parameter.
254 | *
255 | * @param screenX The mouse press' screen x coordinate.
256 | * @param screenY The mouse press' screen ycoordinate.
257 | * @param thrust Thrust ship forward or not. True move forward otherwise false.
258 | */
259 | public void plotCourse(double screenX, double screenY, boolean thrust) {
260 | // get center of ship
261 | double sx = getCenterX();
262 | double sy = getCenterY();
263 |
264 | // get user's new turn position based on mouse click
265 | Vec v = new Vec(screenX, screenY, sx, sy);
266 | if (u == null) {
267 | u = new Vec(1, 0);
268 | }
269 |
270 |
271 | double atan2RadiansU = Math.atan2(u.y, u.x);
272 | double atan2DegreesU = Math.toDegrees(atan2RadiansU);
273 |
274 | double atan2RadiansV = Math.atan2(v.y, v.x);
275 | double atan2DegreesV = Math.toDegrees(atan2RadiansV);
276 |
277 | double angleBetweenUAndV = atan2DegreesV - atan2DegreesU;
278 |
279 |
280 | // if abs value is greater than 180 move counter clockwise
281 | //(or opposite of what is determined)
282 | double absAngleBetweenUAndV = Math.abs(angleBetweenUAndV);
283 | boolean goOtherWay = false;
284 | if (absAngleBetweenUAndV > 180) {
285 | if (angleBetweenUAndV < 0) {
286 | turnDirection = DIRECTION.COUNTER_CLOCKWISE;
287 | goOtherWay = true;
288 | } else if (angleBetweenUAndV > 0) {
289 | turnDirection = DIRECTION.CLOCKWISE;
290 | goOtherWay = true;
291 | } else {
292 | turnDirection = Ship.DIRECTION.NEITHER;
293 | }
294 | } else {
295 | if (angleBetweenUAndV < 0) {
296 | turnDirection = Ship.DIRECTION.CLOCKWISE;
297 | } else if (angleBetweenUAndV > 0) {
298 | turnDirection = Ship.DIRECTION.COUNTER_CLOCKWISE;
299 | } else {
300 | turnDirection = Ship.DIRECTION.NEITHER;
301 | }
302 | }
303 |
304 | double degreesToMove = absAngleBetweenUAndV;
305 | if (goOtherWay) {
306 | degreesToMove = TWO_PI_DEGREES - absAngleBetweenUAndV;
307 | }
308 |
309 | //int q = v.quadrant();
310 |
311 | uIndex = Math.round((float) (atan2DegreesU / UNIT_ANGLE_PER_FRAME));
312 | if (uIndex < 0) {
313 | uIndex = NUM_DIRECTIONS + uIndex;
314 | }
315 | vIndex = Math.round((float) (atan2DegreesV / UNIT_ANGLE_PER_FRAME));
316 | if (vIndex < 0) {
317 | vIndex = NUM_DIRECTIONS + vIndex;
318 | }
319 | String debugMsg = turnDirection +
320 | " U [m(" + u.mx + ", " + u.my + ") => c(" + u.x + ", " + u.y + ")] " +
321 | " V [m(" + v.mx + ", " + v.my + ") => c(" + v.x + ", " + v.y + ")] " +
322 | " start angle: " + atan2DegreesU +
323 | " end angle:" + atan2DegreesV +
324 | " Angle between: " + degreesToMove +
325 | " Start index: " + uIndex +
326 | " End index: " + vIndex;
327 |
328 | System.out.println(debugMsg);
329 |
330 | if (thrust) {
331 | vX = Math.cos(atan2RadiansV) * THRUST_AMOUNT;
332 | vY = -Math.sin(atan2RadiansV) * THRUST_AMOUNT;
333 | }
334 | turnShip();
335 |
336 | u = v;
337 | }
338 |
339 | private void turnShip() {
340 |
341 | final Duration oneFrameAmt = Duration.millis(MILLIS_PER_FRAME);
342 | RotatedShipImage startImage = directionalShips.get(uIndex);
343 | RotatedShipImage endImage = directionalShips.get(vIndex);
344 | List frames = new ArrayList<>();
345 |
346 | RotatedShipImage currImage = startImage;
347 |
348 | int i = 1;
349 | while (true) {
350 |
351 | final Node displayNode = currImage;
352 |
353 | KeyFrame oneFrame = new KeyFrame(oneFrameAmt.multiply(i),
354 | new EventHandler() {
355 |
356 | @Override
357 | public void handle(javafx.event.ActionEvent event) {
358 | // make all ship images invisible
359 | for (RotatedShipImage shipImg : directionalShips) {
360 | shipImg.setVisible(false);
361 | }
362 | // make current ship image visible
363 | displayNode.setVisible(true);
364 |
365 | // update the current index
366 | //uIndex = directionalShips.indexOf(displayNode);
367 | }
368 | }); // oneFrame
369 |
370 | frames.add(oneFrame);
371 |
372 | if (currImage == endImage) {
373 | break;
374 | }
375 | if (turnDirection == DIRECTION.CLOCKWISE) {
376 | currImage = currImage.prev;
377 | }
378 | if (turnDirection == DIRECTION.COUNTER_CLOCKWISE) {
379 | currImage = currImage.next;
380 | }
381 | i++;
382 | }
383 |
384 |
385 | if (rotateShipTimeline != null) {
386 | rotateShipTimeline.stop();
387 | rotateShipTimeline.getKeyFrames().clear();
388 | rotateShipTimeline.getKeyFrames().addAll(frames);
389 | } else {
390 | // sets the game world's game loop (Timeline)
391 | rotateShipTimeline = TimelineBuilder.create()
392 | .keyFrames(frames)
393 | .build();
394 |
395 | }
396 |
397 | rotateShipTimeline.playFromStart();
398 |
399 |
400 | }
401 |
402 | /**
403 | * Stops the ship from thrusting forward.
404 | *
405 | * @param screenX the screen's X coordinate to stop the ship.
406 | * @param screenY the screen's Y coordinate to stop the ship.
407 | */
408 | public void applyTheBrakes(double screenX, double screenY) {
409 | stopArea.setCenterX(screenX);
410 | stopArea.setCenterY(screenY);
411 | }
412 |
413 | public Missile fire() {
414 | Missile m1;
415 |
416 | float slowDownAmt = 0;
417 | int scaleBeginningMissle;
418 | if (KeyCode.DIGIT2 == keyCode) {
419 | m1 = new Missile(9, Color.BLUE);
420 | slowDownAmt = 1.3f;
421 | scaleBeginningMissle = 11;
422 | } else {
423 | m1 = new Missile(Color.RED);
424 | scaleBeginningMissle = 8;
425 | }
426 | // velocity vector of the missile
427 | m1.vX = Math.cos(Math.toRadians(uIndex * UNIT_ANGLE_PER_FRAME)) * (MISSILE_THRUST_AMOUNT - slowDownAmt);
428 | m1.vY = -Math.sin(Math.toRadians(uIndex * UNIT_ANGLE_PER_FRAME)) * (MISSILE_THRUST_AMOUNT - slowDownAmt);
429 |
430 | // make the missile launch in the direction of the current direction of the ship nose. based on the
431 | // current frame (uIndex) into the list of image view nodes.
432 | RotatedShipImage shipImage = directionalShips.get(uIndex);
433 |
434 | // start to appear in the center of the ship to come out the direction of the nose of the ship.
435 | double offsetX = (shipImage.getBoundsInLocal().getWidth() - m1.node.getBoundsInLocal().getWidth()) / 2;
436 | double offsetY = (shipImage.getBoundsInLocal().getHeight() - m1.node.getBoundsInLocal().getHeight()) / 2;
437 |
438 | // initial launch of the missile (multiply vector by 4 makes it appear at the nose of the ship)
439 | m1.node.setTranslateX(node.getTranslateX() + (offsetX + (m1.vX * scaleBeginningMissle)));
440 | m1.node.setTranslateY(node.getTranslateY() + (offsetY + (m1.vY * scaleBeginningMissle)));
441 | return m1;
442 | }
443 |
444 | public void changeWeapon(KeyCode keyCode) {
445 | this.keyCode = keyCode;
446 | }
447 |
448 | public void shieldToggle() {
449 |
450 |
451 | if (shield == null) {
452 | RotatedShipImage shipImage = getCurrentShipImage();
453 | double x = shipImage.getBoundsInLocal().getWidth() / 2;
454 | double y = shipImage.getBoundsInLocal().getHeight() / 2;
455 |
456 | // add shield
457 | shield = CircleBuilder.create()
458 | .radius(60)
459 | .strokeWidth(5)
460 | .stroke(Color.LIMEGREEN)
461 | .centerX(x)
462 | .centerY(y)
463 | .opacity(.70)
464 | .build();
465 | collisionBounds = shield;
466 | shieldFade = FadeTransitionBuilder.create()
467 | .fromValue(1)
468 | .toValue(.40)
469 | .duration(Duration.millis(1000))
470 | .cycleCount(12)
471 | .autoReverse(true)
472 | .node(shield)
473 | .onFinished(new EventHandler() {
474 | @Override
475 | public void handle(ActionEvent actionEvent) {
476 | shieldOn = false;
477 | flipBook.getChildren().remove(shield);
478 | shieldFade.stop();
479 | collisionBounds = hitBounds;
480 | }
481 | })
482 | .build();
483 | shieldFade.playFromStart();
484 |
485 | }
486 | shieldOn = !shieldOn;
487 | if (shieldOn) {
488 | collisionBounds = shield;
489 | flipBook.getChildren().add(0, shield);
490 | shieldFade.playFromStart();
491 | } else {
492 | flipBook.getChildren().remove(shield);
493 | shieldFade.stop();
494 | collisionBounds = hitBounds;
495 |
496 | }
497 |
498 |
499 | }
500 |
501 | }
502 |
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