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Introduction to JavaFX Game

JavaFX Game is more reliable, fast and light weight standalone application than Swing, Applet and AWT. Games can be done by animation packages in JavaFX. JavaFX provides rich GUI for gaming applications. JavaFX also provides beautiful graphics, this graphics are providing in JavaFX by using Canvas. Most of the JavaFX games has time based games so we can add time related operations with AnimationTimer class. Evenhandling the game user actions we have EventHandler class that is useful. This events are either keyboard or mouse events. Applying CSS styles in JavaFX application FXML (EFF-ectseXtended Markup Language) is required.

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Prerequisites

JDK installation.

Understanding basic Java Code.

Better understanding of JavaFX animation.

CSS styles FXML knowledge required.

Frequently Used Constructors

Given below are frequently used constructors:

Canvas(Width, Height): It creates Canvas instance by new keyword with 2 constructor arguments.

AnimatedImage(): It creates AnimatedImage instance by new keyword without any constructor.

Frequently Used Methods

Given below are the frequently used methods:

show(): The show() method is used for displaying output window.

add(): The add() method is used for adding JavaFX element.

remove(): The remove() method is used for adding JavaFX element.

getGraphicsContext2D(): The getGraphicsContext2D() method is used for get the 2d graphics context.

setFill( chúng tôi ): The setFill() method is used to set the color.

setLineWidth(int width): The setLineWidth() method is used to set the width.

drawImage(): The drawImage() method is used to draw any image to the JavaFX element.

setCenter(): The setCenter() method is used to set the element in the center.

font(): The font() method is used to set the font.

setPosition(): The setPosition() method is used to set the position.

addVelocity(): The addVelocity() method is used to add the velocity to the JavaFX element.

How does Game work in JavaFX?

Accessing JavaFX features user defined class must extendsApplication class.

In JavaFX creating any JavaFX element is first step. ImageView, AnchorePane, ScrollPane, MenuBar etc. This can instantiate by using new keyword.

Syntax:

ImageViewimageView=new ImageView(); ScrollPanescrollPane=new ScrollPane(); AnchorPaneanchorPaneRef=new AnchorPane (); . . Etc.

Create Canvas is 2nd

Syntax:

Canvas canvasRef=new Canvas(width, height);

Create VBox or any other display(like TilePane or HBox as per requirement) class to add the items is third step.

Syntax:

VBoxvBox=new VBox (); vBox.getChildern().add(imageView);

or

vBox.getChildern().add(scrollPane); vBox.getChildern.add(canvasRef);

Fourth step is creating scene for apply show method on to it.

Syntax:

Scene screen = new Scene(vBox, length, width);

Adding Scene reference screen to the Stage object reference is fifth step. Adding output screen to Stage. We will get this stage object reference from start predefined JavaFX method.

Syntax:

stage.setScene(screen);

Sixth step is showing output to the end user by applying show () method on the scene object.

Syntax:

stage.show(); Examples of JavaFX Game Example #1

Canvas Demo with an Image.

Code:

package com.game; import javafx.application.Application; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.image.Image; import javafx.scene.paint.Color; import javafx.scene.text.Font; import javafx.scene.text.FontWeight; import javafx.stage.Stage; public class CanvasDemo extends Application { public void start(Stage stageOutput) { stageOutput.setTitle("Canvas Demo"); Group groupRef = new Group(); Scene sceneRef = new Scene(groupRef); stageOutput.setScene(sceneRef); Canvas canvasRef = new Canvas(600, 500); groupRef.getChildren().add(canvasRef); GraphicsContextgraphicCOntext = canvasRef.getGraphicsContext2D(); graphicCOntext.setFill(Color.BLUE); graphicCOntext.setStroke(Color.BROWN); graphicCOntext.setLineWidth(3); Font theFont = Font.font("Times New Roman", FontWeight.BOLD, 48); graphicCOntext.setFont(theFont); graphicCOntext.fillText("Hi, I am Canvas Demo", 61, 52); graphicCOntext.strokeText("Hi, I am Canvas Demo", 61, 52); Image earth = new Image("s2.jpg"); graphicCOntext.drawImage(earth, 182, 102); stageOutput.show(); } public static void main(String args[]) launch(args); } }

Output:

Example #2

Timer with moving moon around sun.

Code:

package com.game; import javafx.animation.AnimationTimer; import javafx.application.Application; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.image.Image; import javafx.stage.Stage; public class TimerDemo extends Application { public void start(Stage outStageObject) { outStageObject.setTitle( "Timer Demo" ); Group groupObject = new Group(); Scene scenRef = new Scene( groupObject ); outStageObject.setScene( scenRef ); Canvas canvasRef = new Canvas( 600, 512 ); groupObject.getChildren().add( canvasRef ); GraphicsContextgraphicsContext= canvasRef.getGraphicsContext2D(); Image moonImage = new Image( "m1.jpg" ); Image sunImAGE   = new Image( "s2.jpg" ); final long tempNanoTIme = System.nanoTime(); new AnimationTimer() { public void handle(long presentNanoTime) { double time = (presentNanoTime - tempNanoTIme) / 1000000000; double xAxis = 231 + 127 * Math.cos(time); double yAxis = 231 + 127 * Math.sin(time); graphicsContext.drawImage( moonImage, xAxis, yAxis ); graphicsContext.drawImage( sunImAGE, 196, 196 ); } }.start(); outStageObject.show(); } public static void main(String args[]) { launch(args); } }

Example #3

Keyboard Action left and right button with Images.

Code:

package com.game; import java.util.ArrayList; import java.util.List; import javafx.animation.AnimationTimer; import javafx.application.Application; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.image.Image; import javafx.scene.input.KeyEvent; import javafx.stage.Stage; public class MouseEvent extends Application { public void start(Stage outputStageObject) { outputStageObject.setTitle("Keyboard Events Demo"); Group groupRef = new Group(); Scene sceneObject = new Scene(groupRef); outputStageObject.setScene(sceneObject); Canvas canvasObject = new Canvas(500, 400); groupRef.getChildren().add(canvasObject); public void handle(KeyEventkeyEvent) { String contnet = keyEvent.getCode().toString(); if (!arrayListObjectString.contains(contnet)) arrayListObjectString.add(contnet); } }); public void handle(KeyEventkeyEvet) { String content = keyEvet.getCode().toString(); arrayListObjectString.remove(content); } }); GraphicsContextgraphicContext = canvasObject.getGraphicsContext2D(); Image leftImage1 = new Image("L1.jpg"); Image leftImage2 = new Image("L2.jpg"); Image rightImage1 = new Image("R1.jpg"); Image rightImage2 = new Image("R2.jpg"); new AnimationTimer() { public void handle(long currentNanoTime) { graphicContext.clearRect(0, 0, 520, 520); if (arrayListObjectString.contains("LEFT")) graphicContext.drawImage(leftImage2, 65, 65); else graphicContext.drawImage(leftImage1, 65, 65); if (arrayListObjectString.contains("RIGHT")) graphicContext.drawImage(rightImage2, 260, 65); else graphicContext.drawImage(rightImage1, 260, 65); } }.start(); outputStageObject.show(); } public static void main(String args[]) { launch(args); } }

Output:

Conclusion

JavaFX game can be done by using canvas, keyboard actions, and mouse event actions etc classes. This application are more easy to develop and easy to use. We can add animations for better visibility of the JavaFX games.

Recommended Articles

This is a guide to JavaFX Game. Here we discuss the introduction, frequently used constructors, methods and how does game work in JavaFX along with respective examples. You may also have a look at the following articles to learn more –

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