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JavaFX 2 GameTutorial Part 2

Simply put the game loop is responsible for updating sprites (graphics), checking collision, and cleanup.

carlfx.com

출처 :    https://carlfx.wordpress.com/2012/04/09/javafx-2-gametutorial-part-2/

 

가장 간단히 만든 게임 엔진

AtomSmasher01.egg

 

JavaFX 2 Game Tutorial

 

The Game Loop

 

final Duration oneFrameAmt = Duration.millis(1000/60);

final KeyFrame oneFrame = new KeyFrame(oneFrameAmt,

   new EventHandler() {

 

   @Override

   public void handle(javafx.event.ActionEvent event) {

 

      // update actors

      updateSprites();

 

      // check for collision

      checkCollisions();

 

      // removed dead things

      cleanupSprites();

 

   }

}); // oneFrame

 

// sets the game world's game loop (Timeline)

TimelineBuilder.create()

   .cycleCount(Animation.INDEFINITE)

   .keyFrames(oneFrame)

   .build()

   .play();

 

Game Engine

GameWorld

package carlfx.gameengine;

 

import javafx.animation.Animation;

import javafx.animation.KeyFrame;

import javafx.animation.Timeline;

import javafx.animation.TimelineBuilder;

import javafx.event.ActionEvent;

import javafx.event.EventHandler;

import javafx.scene.Group;

import javafx.scene.Scene;

import javafx.stage.Stage;

import javafx.util.Duration;

 

/**

 * This application demonstrates a JavaFX 2.x Game Loop.

 * Shown below are the methods which comprise of the fundamentals to a

 * simple game loop in JavaFX:

*

 *  <strong>initialize()</strong> - Initialize the game world.

 *  <strong>beginGameLoop()</strong> - Creates a JavaFX Timeline object containing the game life cycle.

 *  <strong>updateSprites()</strong> - Updates the sprite objects each period (per frame)

 *  <strong>checkCollisions()</strong> - Method will determine objects that collide with each other.

 *  <strong>cleanupSprites()</strong> - Any sprite objects needing to be removed from play.

 *

 * @author cdea

 */

public abstract class GameWorld {

 

    /** The JavaFX Scene as the game surface */

    private Scene gameSurface;

    /** All nodes to be displayed in the game window. */

    private Group sceneNodes;

    /** The game loop using JavaFX's <code>Timeline</code> API.*/

    private static Timeline gameLoop;

 

    /** Number of frames per second. */

    private final int framesPerSecond;

 

    /** Title in the application window.*/

    private final String windowTitle;

 

    /**

     * The sprite manager.

     */

    private final SpriteManager spriteManager = new SpriteManager();

 

    /**

     * Constructor that is called by the derived class. This will

     * set the frames per second, title, and setup the game loop.

     * @param fps - Frames per second.

     * @param title - Title of the application window.

     */

    public GameWorld(final int fps, final String title) {

        framesPerSecond = fps;

        windowTitle = title;

        // create and set timeline for the game loop

        buildAndSetGameLoop();

    }

 

    /**

     * Builds and sets the game loop ready to be started.

     */

    protected final void buildAndSetGameLoop() {

 

        final Duration oneFrameAmt = Duration.millis(1000/getFramesPerSecond());

        final KeyFrame oneFrame = new KeyFrame(oneFrameAmt,

            new EventHandler() {

 

                @Override

                public void handle(javafx.event.ActionEvent event) {

 

                    // update actors

                    updateSprites();

 

                    // check for collision

                    checkCollisions();

 

                    // removed dead things

                    cleanupSprites();

 

                }

        }); // oneFrame

 

        // sets the game world's game loop (Timeline)

        setGameLoop(TimelineBuilder.create()

                .cycleCount(Animation.INDEFINITE)

                .keyFrames(oneFrame)

                .build());

    }

 

    /**

     * Initialize the game world by update the JavaFX Stage.

     * @param primaryStage

     */

    public abstract void initialize(final Stage primaryStage);

 

    /**Kicks off (plays) the Timeline objects containing one key frame

     * that simply runs indefinitely with each frame invoking a method

     * to update sprite objects, check for collisions, and cleanup sprite

     * objects.

     *

     */

    public void beginGameLoop() {

        getGameLoop().play();

    }

 

    /**

     * Updates each game sprite in the game world. This method will

     * loop through each sprite and passing it to the handleUpdate()

     * method. The derived class should override handleUpdate() method.

     *

     */

    protected void updateSprites() {

        for (Sprite sprite:spriteManager.getAllSprites()){

            handleUpdate(sprite);

        }

    }

 

    /** Updates the sprite object's information to position on the game surface.

     * @param sprite - The sprite to update.

     */

    protected void handleUpdate(Sprite sprite) {

    }

 

    /**

     * Checks each game sprite in the game world to determine a collision

     * occurred. The method will loop through each sprite and

     * passing it to the handleCollision()

     * method. The derived class should override handleCollision() method.

     *

     */

    protected void checkCollisions() {

        // check other sprite's collisions

        spriteManager.resetCollisionsToCheck();

        // check each sprite against other sprite objects.

        for (Sprite spriteA:spriteManager.getCollisionsToCheck()){

            for (Sprite spriteB:spriteManager.getAllSprites()){

                if (handleCollision(spriteA, spriteB)) {

                    // The break helps optimize the collisions

                    //  The break statement means one object only hits another

                    // object as opposed to one hitting many objects.

                    // To be more accurate comment out the break statement.

                    break;

                }

            }

        }

    }

 

    /**

     * When two objects collide this method can handle the passed in sprite

     * objects. By default it returns false, meaning the objects do not

     * collide.

     * @param spriteA - called from checkCollision() method to be compared.

     * @param spriteB - called from checkCollision() method to be compared.

     * @return boolean True if the objects collided, otherwise false.

     */

    protected boolean handleCollision(Sprite spriteA, Sprite spriteB) {

        return false;

    }

 

    /**

     * Sprites to be cleaned up.

     */

    protected void cleanupSprites() {

        spriteManager.cleanupSprites();

    }

 

    /**

     * Returns the frames per second.

     * @return int The frames per second.

     */

    protected int getFramesPerSecond() {

        return framesPerSecond;

    }

 

    /**

     * Returns the game's window title.

     * @return String The game's window title.

     */

    public String getWindowTitle() {

        return windowTitle;

    }

 

    /**

     * The game loop (Timeline) which is used to update, check collisions, and

     * cleanup sprite objects at every interval (fps).

     * @return Timeline An animation running indefinitely representing the game

     * loop.

     */

    protected static Timeline getGameLoop() {

        return gameLoop;

    }

 

    /**

     * The sets the current game loop for this game world.

     * @param gameLoop Timeline object of an animation running indefinitely

     * representing the game loop.

     */

    protected static void setGameLoop(Timeline gameLoop) {

        GameWorld.gameLoop = gameLoop;

    }

 

    /**

     * Returns the sprite manager containing the sprite objects to

     * manipulate in the game.

     * @return SpriteManager The sprite manager.

     */

    protected SpriteManager getSpriteManager() {

        return spriteManager;

    }

 

    /**

     * Returns the JavaFX Scene. This is called the game surface to

     * allow the developer to add JavaFX Node objects onto the Scene.

     * @return

     */

    public Scene getGameSurface() {

        return gameSurface;

    }

 

    /**

     * Sets the JavaFX Scene. This is called the game surface to

     * allow the developer to add JavaFX Node objects onto the Scene.

     * @param gameSurface The main game surface (JavaFX Scene).

     */

    protected void setGameSurface(Scene gameSurface) {

        this.gameSurface = gameSurface;

    }

 

    /**

     * All JavaFX nodes which are rendered onto the game surface(Scene) is

     * a JavaFX Group object.

     * @return Group The root containing many child nodes to be displayed into

     * the Scene area.

     */

    public Group getSceneNodes() {

        return sceneNodes;

    }

 

    /**

     * Sets the JavaFX Group that will hold all JavaFX nodes which are rendered

     * onto the game surface(Scene) is a JavaFX Group object.

     * @param sceneNodes The root container having many children nodes

     * to be displayed into the Scene area.

     */

    protected void setSceneNodes(Group sceneNodes) {

        this.sceneNodes = sceneNodes;

    }

 

}

 

SpriteManager

package carlfx.gameengine;

 

import java.util.*;

 

/**

 * Sprite manager is responsible for holding all sprite objects, and cleaning up

 * sprite objects to be removed. All collections are used by the JavaFX

 * application thread. During each cycle (animation frame) sprite management

 * occurs. This assists the user of the API to not have to create lists to

 * later be garbage collected. Should provide some performance gain.

 * @author cdea

 */

public class SpriteManager {

    /** All the sprite objects currently in play */

    private final static List GAME_ACTORS = new ArrayList<>();

 

    /** A global single threaded list used to check collision against other

     * sprite objects.

     */

    private final static List CHECK_COLLISION_LIST = new ArrayList<>();

 

    /** A global single threaded set used to cleanup or remove sprite objects

     * in play.

     */

    private final static Set CLEAN_UP_SPRITES = new HashSet<>();

 

    /** */

    public List getAllSprites() {

        return GAME_ACTORS;

    }

 

    /**

     * VarArgs of sprite objects to be added to the game.

     * @param sprites

     */

    public void addSprites(Sprite... sprites) {

        GAME_ACTORS.addAll(Arrays.asList(sprites));

    }

 

    /**

     * VarArgs of sprite objects to be removed from the game.

     * @param sprites

     */

    public void removeSprites(Sprite... sprites) {

        GAME_ACTORS.removeAll(Arrays.asList(sprites));

    }

 

    /** Returns a set of sprite objects to be removed from the GAME_ACTORS.

     * @return CLEAN_UP_SPRITES

     */

    public Set getSpritesToBeRemoved() {

        return CLEAN_UP_SPRITES;

    }

 

 /**

     * Adds sprite objects to be removed

     * @param sprites varargs of sprite objects.

     */

    public void addSpritesToBeRemoved(Sprite... sprites) {

        if (sprites.length > 1) {

            CLEAN_UP_SPRITES.addAll(Arrays.asList((Sprite[]) sprites));

        } else {

            CLEAN_UP_SPRITES.add(sprites[0]);

        }

    }

 

    /**

     * Returns a list of sprite objects to assist in collision checks.

     * This is a temporary and is a copy of all current sprite objects

     * (copy of GAME_ACTORS).

     * @return CHECK_COLLISION_LIST

     */

    public List getCollisionsToCheck() {

        return CHECK_COLLISION_LIST;

    }

 

    /**

     * Clears the list of sprite objects in the collision check collection

     * (CHECK_COLLISION_LIST).

     */

    public void resetCollisionsToCheck() {

        CHECK_COLLISION_LIST.clear();

        CHECK_COLLISION_LIST.addAll(GAME_ACTORS);

    }

 

    /**

     * Removes sprite objects and nodes from all

     * temporary collections such as:

     * CLEAN_UP_SPRITES.

     * The sprite to be removed will also be removed from the

     * list of all sprite objects called (GAME_ACTORS).

     */

    public void cleanupSprites() {

 

        // remove from actors list

        GAME_ACTORS.removeAll(CLEAN_UP_SPRITES);

 

        // reset the clean up sprites

        CLEAN_UP_SPRITES.clear();

    }

}

 

 

 

Sprite

package carlfx.gameengine;

 

import java.util.ArrayList;

import java.util.List;

import javafx.animation.Animation;

import javafx.scene.Node;

 

/**

 * The Sprite class represents a image or node to be displayed.

 * In a 2D game a sprite will contain a velocity for the image to

 * move across the scene area. The game loop will call the update()

 * and collide() method at every interval of a key frame. A list of

 * animations can be used during different situations in the game

 * such as rocket thrusters, walking, jumping, etc.

 * @author cdea

 */

public abstract class Sprite {

 

    /** Animation for the node */

    public List animations = new ArrayList<>();

 

    /** Current display node */

    public Node node;

 

    /** velocity vector x direction */

    public double vX = 0;

 

    /** velocity vector y direction */

    public double vY = 0;

 

    /** dead? */

    public boolean isDead = false;

 

    /**

     * Updates this sprite object's velocity, or animations.

     */

    public abstract void update();

 

    /**

     * Did this sprite collide into the other sprite?

     *

     * @param other - The other sprite.

     * @return

     */

    public boolean collide(Sprite other) {

        return false;

    }

}

 

 

 

JavaFX 2 Game Loop Demo – Atom Smasher

GameLoopPart2 Design

소스 코드

part2source_code.jar

 

Below is a class diagram of the game demo called Atom Smasher which uses the game engine framework mentioned earlier.

 

GameLoopPart2

The GameLoopPart2 is the driver or main JavaFX application that runs the game.

 

package carlfx;

 

import carlfx.gameengine.GameWorld;

import javafx.application.Application;

import javafx.stage.Stage;

 

/**

 * The main driver of the game.

 * @author cdea

 */

public class GameLoopPart2 extends Application {

 

    GameWorld gameWorld = new AtomSmasher(60, "JavaFX 2 GameTutorial Part 2 - Game Loop");

    /**

     * @param args the command line arguments

     */

    public static void main(String[] args) {

        launch(args);

    }

 

    @Override

    public void start(Stage primaryStage) {

        // setup title, scene, stats, controls, and actors.

        gameWorld.initialize(primaryStage);

 

        // kick off the game loop

        gameWorld.beginGameLoop();

 

        // display window

        primaryStage.show();

    }

 

}

 

AtomSmasher

 

package carlfx;

 

import carlfx.gameengine.GameWorld;

import carlfx.gameengine.Sprite;

import java.util.Random;

import javafx.animation.Timeline;

import javafx.event.EventHandler;

import javafx.scene.Group;

import javafx.scene.Scene;

import javafx.scene.control.ButtonBuilder;

import javafx.scene.control.Label;

import javafx.scene.input.MouseEvent;

import javafx.scene.layout.HBoxBuilder;

import javafx.scene.layout.VBox;

import javafx.scene.layout.VBoxBuilder;

import javafx.scene.paint.Color;

import javafx.scene.shape.Circle;

import javafx.stage.Stage;

import static javafx.animation.Animation.Status.RUNNING;

import static javafx.animation.Animation.Status.STOPPED;

 

/**

 * This is a simple game world simulating a bunch of spheres looking

 * like atomic particles colliding with each other. When the game loop begins

 * the user will notice random spheres (atomic particles) floating and

 * colliding. The user is able to press a button to generate more

 * atomic particles. Also, the user can freeze the game.

 *

 * @author cdea

 */

public class AtomSmasher extends GameWorld {

    /** Read only field to show the number of sprite objects are on the field*/

    private final static Label NUM_SPRITES_FIELD = new Label();

 

    public AtomSmasher(int fps, String title){

        super(fps, title);

    }

 

    /**

     * Initialize the game world by adding sprite objects.

     * @param primaryStage

     */

    @Override

    public void initialize(final Stage primaryStage) {

        // Sets the window title

        primaryStage.setTitle(getWindowTitle());

 

        // Create the scene

        setSceneNodes(new Group());

        setGameSurface(new Scene(getSceneNodes(), 640, 580));

        primaryStage.setScene(getGameSurface());

 

        // Create many spheres

        generateManySpheres(150);

 

        // Display the number of spheres visible.

        // Create a button to add more spheres.

        // Create a button to freeze the game loop.

        final Timeline gameLoop = getGameLoop();

        VBox stats = VBoxBuilder.create()

            .spacing(5)

            .translateX(10)

            .translateY(10)

            .children(HBoxBuilder.create()

                .spacing(5)

                .children(new Label("Number of Particles: "), // show no. particles

                    NUM_SPRITES_FIELD).build(),

 

                    // button to build more spheres

                    ButtonBuilder.create()

                        .text("Regenerate")

                        .onMousePressed(new EventHandler() {

                            @Override

                            public void handle(MouseEvent arg0) {

                                generateManySpheres(150);

                            }}).build(),

 

                    // button to freeze game loop

                    ButtonBuilder.create()

                        .text("Freeze/Resume")

                        .onMousePressed(new EventHandler() {

 

                            @Override

                            public void handle(MouseEvent arg0) {

                                switch (gameLoop.getStatus()) {

                                    case RUNNING:

                                        gameLoop.stop();

                                        break;

                                    case STOPPED:

                                        gameLoop.play();

                                        break;

                                }

                            }}).build()

            ).build(); // (VBox) stats on children

 

        // lay down the controls

        getSceneNodes().getChildren().add(stats);

    }

 

    /**

     * Make some more space spheres (Atomic particles)

     */

    private void generateManySpheres(int numSpheres) {

        Random rnd = new Random();

        Scene gameSurface = getGameSurface();

        for (int i=0; i (gameSurface.getWidth() - (circle.getRadius() * 2))) {

                newX = gameSurface.getWidth() - (circle.getRadius()  * 2);

            }

 

            // check for the bottom of screen the height newY is greater than height

            // minus radius times 2(height of sprite)

            double newY = rnd.nextInt((int) gameSurface.getHeight());

            if (newY > (gameSurface.getHeight() - (circle.getRadius() * 2))) {

                newY = gameSurface.getHeight() - (circle.getRadius() * 2);

            }

 

            circle.setTranslateX(newX);

            circle.setTranslateY(newY);

            circle.setVisible(true);

            circle.setId(b.toString());

 

            // add to actors in play (sprite objects)

            getSpriteManager().addSprites(b);

 

            // add sprite's

            getSceneNodes().getChildren().add(0, b.node);

 

        }

    }

 

    /**

     * Each sprite will update it's velocity and bounce off wall borders.

     * @param sprite - An atomic particle (a sphere).

     */

    @Override

    protected void handleUpdate(Sprite sprite) {

        if (sprite instanceof Atom) {

            Atom sphere = (Atom) sprite;

 

            // advance the spheres velocity

            sphere.update();

 

            // bounce off the walls when outside of boundaries

            if (sphere.node.getTranslateX() > (getGameSurface().getWidth()  -

                sphere.node.getBoundsInParent().getWidth()) ||

                sphere.node.getTranslateX() < 0 ) {                 sphere.vX = sphere.vX * -1;             }             if (sphere.node.getTranslateY() > getGameSurface().getHeight()-

                sphere.node.getBoundsInParent().getHeight() ||

                sphere.node.getTranslateY() < 0) {

                sphere.vY = sphere.vY * -1;

            }

        }

    }

 

    /**

     * How to handle the collision of two sprite objects. Stops the particle

     * by zeroing out the velocity if a collision occurred.

     * @param spriteA

     * @param spriteB

     * @return

     */

    @Override

    protected boolean handleCollision(Sprite spriteA, Sprite spriteB) {

        if (spriteA.collide(spriteB)) {

            ((Atom)spriteA).implode(this);

            ((Atom)spriteB).implode(this);

            getSpriteManager().addSpritesToBeRemoved(spriteA, spriteB);

            return true;

        }

        return false;

    }

 

    /**

     * Remove dead things.

     */

    @Override

    protected void cleanupSprites() {

        // removes from the scene and backend store

        super.cleanupSprites();

 

        // let user know how many sprites are showing.

        NUM_SPRITES_FIELD.setText(String.valueOf(getSpriteManager().getAllSprites().size()));

 

    }

}

 

 

Atom

 

package carlfx;

 

import carlfx.gameengine.GameWorld;

import carlfx.gameengine.Sprite;

import javafx.animation.FadeTransitionBuilder;

import javafx.event.ActionEvent;

import javafx.event.EventHandler;

import javafx.scene.paint.Color;

import javafx.scene.paint.RadialGradient;

import javafx.scene.paint.RadialGradientBuilder;

import javafx.scene.paint.Stop;

import javafx.scene.shape.Circle;

import javafx.scene.shape.CircleBuilder;

import javafx.util.Duration;

 

/**

 * A spherical looking object (Atom) with a random radius, color, and velocity.

 * When two atoms collide each will fade and become removed from the scene. The

 * method called implode() implements a fade transition effect.

 *

 * @author cdea

 */

public class Atom extends Sprite {

 

    public Atom(double radius, Color fill) {

        Circle sphere = CircleBuilder.create()

                .centerX(radius)

                .centerY(radius)

                .radius(radius)

                .cache(true)

                .build();

 

        RadialGradient rgrad = RadialGradientBuilder.create()

                    .centerX(sphere.getCenterX() - sphere.getRadius() / 3)

                    .centerY(sphere.getCenterY() - sphere.getRadius() / 3)

                    .radius(sphere.getRadius())

                    .proportional(false)

                    .stops(new Stop(0.0, fill), new Stop(1.0, Color.BLACK))

                    .build();

 

        sphere.setFill(rgrad);

 

        // set javafx node to a circle

        node = sphere;

 

    }

 

    /**

     * Change the velocity of the atom particle.

     */

    @Override

    public void update() {

        node.setTranslateX(node.getTranslateX() + vX);

        node.setTranslateY(node.getTranslateY() + vY);

    }

 

    @Override

    public boolean collide(Sprite other) {

        if (other instanceof Atom) {

            return collide((Atom)other);

        }

       return false;

    }

 

    /**

     * When encountering another Atom to determine if they collided.

     * @param other Another atom

     * @return boolean true if this atom and other atom has collided,

     * otherwise false.

     */

    private boolean collide(Atom other) {

 

        // if an object is hidden they didn't collide.

        if (!node.isVisible() ||

            !other.node.isVisible() ||

            this == other) {

            return false;

        }

 

        // determine it's size

        Circle otherSphere = other.getAsCircle();

        Circle thisSphere =  getAsCircle();

        double dx = otherSphere.getTranslateX() - thisSphere.getTranslateX();

        double dy = otherSphere.getTranslateY() - thisSphere.getTranslateY();

        double distance = Math.sqrt( dx * dx + dy * dy );

        double minDist  = otherSphere.getRadius() + thisSphere.getRadius() + 3;

 

        return (distance < minDist);

    }

 

    /**

     * Returns a node casted as a JavaFX Circle shape.

     * @return Circle shape representing JavaFX node for convenience.

     */

    public Circle getAsCircle() {

        return (Circle) node;

    }

 

    /**

     * Animate an implosion. Once done remove from the game world

     * @param gameWorld - game world

     */

    public void implode(final GameWorld gameWorld) {

        vX = vY = 0;

        FadeTransitionBuilder.create()

            .node(node)

            .duration(Duration.millis(300))

            .fromValue(node.getOpacity())

            .toValue(0)

            .onFinished(new EventHandler() {

                @Override

                public void handle(ActionEvent arg0) {

                    isDead = true;

                    gameWorld.getSceneNodes().getChildren().remove(node);

                }

            })

            .build()

            .play();

    }

}

 

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