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8 changed files with 246 additions and 149 deletions

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@ -1,8 +1,10 @@
package nz.ac.massey.javaecs.examples;
import java.sql.Time;
import java.util.Random;
import javafx.scene.paint.Color;
import javafx.scene.text.Text;
import nz.ac.massey.javaecs.*;
import nz.ac.massey.javaecs.examples.Components.*;
import nz.ac.massey.javaecs.examples.Systems.*;
@ -20,14 +22,8 @@ public final class App {
* @throws InterruptedException
*/
public static void main(String[] args) throws InterruptedException {
/************************************
** Initialise engine **
*************************************/
Engine gameEngine = new Engine(16384);
/************************************
** Register game components **
*************************************/
gameEngine.registerComponent(Gravity.class);
gameEngine.registerComponent(RidgidBody.class);
gameEngine.registerComponent(Vec2D.class);
@ -39,9 +35,6 @@ public final class App {
gameEngine.registerComponent(Reporter.class);
gameEngine.registerComponent(TextRender.class);
/************************************
** Register and initialise systems **
*************************************/
PhysicsSystem physicsSystem = new PhysicsSystem(gameEngine);
gameEngine.registerSystem(PhysicsSystem.class, physicsSystem);
@ -61,11 +54,6 @@ public final class App {
ReportSystem reportSystem = new ReportSystem(gameEngine);
gameEngine.registerSystem(ReportSystem.class, reportSystem);
/************************************
** Create known entities **
*************************************/
// Define a play area 100 * 100, make sure to use worldspace not screenspace (top left is 0, 100, not 0,0)
// Bottom boundary
Entity newEnt = gameEngine.createEntity();
@ -98,35 +86,35 @@ public final class App {
// One object
newEnt = gameEngine.createEntity();
gameEngine.addComponent(newEnt, Vec2D.class, new Vec2D(62., 90.,0));
gameEngine.addComponent(newEnt, RidgidBody.class, new RidgidBody(1., 0., 0., 0., 0.f, 0.66, 120.));
gameEngine.addComponent(newEnt, RidgidBody.class, new RidgidBody(1., 0., 0., 0., 0.f, 0., 1.));
gameEngine.addComponent(newEnt, Collider.class, new Collider(10., 10.));
gameEngine.addComponent(newEnt, Gravity.class, new Gravity(0, -9.80665, 45., 45.)); // Terminal velocity is 45 m/s
gameEngine.addComponent(newEnt, Render.class, new Render(BoxRender.class));
gameEngine.addComponent(newEnt, BoxRender.class, new BoxRender(10, 10, 255, 64, 64));
// The textobject that prints the current number of entities
newEnt = gameEngine.createEntity();
gameEngine.addComponent(newEnt, TextRender.class, new TextRender("", 24, Color.WHITE));
gameEngine.addComponent(newEnt, Render.class, new Render(TextRender.class));
gameEngine.addComponent(newEnt, Reporter.class, new Reporter());
gameEngine.addComponent(newEnt, Vec2D.class, new Vec2D(5,5,0));
/* // Uncomment this block to enable the stress-test (runs 500 square entities, with physics etc.)
// Other objects
Random rand = new Random();
for (int i = 0; i < 500; i++) {
for (int i = 0; i < 20; i++) {
newEnt = gameEngine.createEntity();
double size = 1 + rand.nextDouble();
gameEngine.addComponent(newEnt, Vec2D.class, new Vec2D(10 + rand.nextDouble()* 80, 10+ rand.nextDouble()* 80,0));
gameEngine.addComponent(newEnt, RidgidBody.class, new RidgidBody(-2.5 + rand.nextDouble()* 5., 0., 0., 0., 0.f, 0.3, 2. * size));
gameEngine.addComponent(newEnt, RidgidBody.class, new RidgidBody(-2.5 + rand.nextDouble()* 5., 0., 0., 0., 0.f, 0., rand.nextDouble() * 20.));
double size = 3 + rand.nextDouble() * 7;
gameEngine.addComponent(newEnt, Collider.class, new Collider(size, size));
gameEngine.addComponent(newEnt, Gravity.class, new Gravity(0, -9.80665, 45., 45.)); // Terminal velocity is 45 m/s
gameEngine.addComponent(newEnt, LogUpdate.class, null); // Add to object to print pos of
gameEngine.addComponent(newEnt, Render.class, new Render(BoxRender.class));
gameEngine.addComponent(newEnt, BoxRender.class, new BoxRender(size, size, 30 + rand.nextInt(225), 30 + rand.nextInt(225), 30 + rand.nextInt(225)));
gameEngine.addComponent(newEnt, TimedExistence.class, new TimedExistence(25 + rand.nextDouble() * 90));
} */
gameEngine.addComponent(newEnt, TimedExistence.class, new TimedExistence(5 + rand.nextDouble() * 90));
}
//gameEngine.addComponent(newEnt, LogUpdate.class, null);
/************************************
** Run init() on the systems **
*************************************/
physicsSystem.init();
collisionSystem.init();
logUpdateSystem.init();
@ -134,33 +122,32 @@ public final class App {
existenceSystem.init();
reportSystem.init();
/************************************
** Prepare and enter the game loop **
*************************************/
double dt = 0.001;
double frameRate = 1.0 / 144; // 1 second divided by target number of frames
double idleTime = 0.0; // the amount of time spent sleeping
boolean exit = false;
long loopStart = System.currentTimeMillis();
long startTime = System.nanoTime();
while (!exit){
// Run system updates
collisionSystem.update();
physicsSystem.update(dt);
existenceSystem.update(dt);
reportSystem.update();
//logUpdateSystem.update();
// The render system should be uncoupled from the physics and collision
renderSystem.update();
dt = (System.nanoTime() - startTime) / 1e9; // convert nanoseconds to seconds
startTime = System.nanoTime();
if (dt < frameRate){
idleTime = frameRate-dt;
Thread.sleep((int)((frameRate-dt)*1000));
dt = (System.nanoTime() - startTime) / 1e9;
startTime = System.nanoTime();
}
// Setting dt here to a fixed time-step will lock the rate of the physics. The above code ensures that it is
// executed no more than once 1/framerate seconds.
// dt = 0.001;
dt = 0.001;
}
}
}

View File

@ -9,4 +9,7 @@ public class Collider {
// bottom-right, top-right is specified by position
public double x = 0.0;
public double y = 0.0;
public boolean collided = false;
public double travelDirection = 0.0;
}

View File

@ -1,8 +1,11 @@
package nz.ac.massey.javaecs.examples.Systems;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import java.util.stream.Stream;
import nz.ac.massey.javaecs.ECSSystem;
import nz.ac.massey.javaecs.Engine;
@ -26,107 +29,67 @@ public class CollisionSystem extends ECSSystem {
@Override
public void init() {
}
// TODO Auto-generated method stub
// This is a quick & naive physics implementation. Not all collision states are accurately calculated
// I also expect it is highly inefficient, though I was able to run it with 500 subscribed entities
// with no major performance issues
// Replace this with a proper system as required
@Override
public void update() {
}
public void updateNew() {
Set<Entity> processed = new HashSet<>();
// Gets all items we have collided with
for (Entity entity : entities) {
Vec2D pos = (Vec2D) gameEngine.getComponentData(entity, Vec2D.class);
RidgidBody ridgidBody = (RidgidBody) gameEngine.getComponentData(entity, RidgidBody.class);
Collider collider = (Collider) gameEngine.getComponentData(entity, Collider.class);
if (ridgidBody.mass >= 0) {
// Only ignore non-static colliders
//processed.add(entity);
// Only considering elements with mass just now
if (ridgidBody.mass > 0){
Vec2D pos = (Vec2D) gameEngine.getComponentData(entity, Vec2D.class);
Collider collider = (Collider) gameEngine.getComponentData(entity, Collider.class);
// The pos of each bounding line of the entity
// i.e.
//
// -------------
// |###########|
// |###########|
// |###########|
// |###########|
// -------------
//
double eleft = pos.x;
double ebottom = pos.y;
double eright = pos.x + collider.x;
double etop = pos.y + collider.y;
double evectorAngle = calcAngle(ridgidBody.xVel, ridgidBody.yVel);
if (ridgidBody.mass > 0){
// Dont't recalc for entities that aren't static
processed.add(entity);
}
for (Entity entity2 : entities) {
if (!processed.contains(entity2)) {
// skip entities that have already been processed
Vec2D otherPos = (Vec2D) gameEngine.getComponentData(entity2, Vec2D.class);
RidgidBody otherRidgidBody = (RidgidBody) gameEngine.getComponentData(entity2,
RidgidBody.class);
Collider otherCollider = (Collider) gameEngine.getComponentData(entity2, Collider.class);
Vec2D oPos = (Vec2D) gameEngine.getComponentData(entity2, Vec2D.class);
RidgidBody oRidgidBody = (RidgidBody) gameEngine.getComponentData(entity2, RidgidBody.class);
Collider oCollider = (Collider) gameEngine.getComponentData(entity2, Collider.class);
if (ridgidBody.mass >= 0 || otherRidgidBody.mass >= 0) {
// Evaluate a collision in the top-left
boolean tlCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
&& pos.y > otherPos.y && pos.y < otherPos.y + otherCollider.y;
// Evaluate a collision in the bottom-left
boolean blCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
&& pos.y + collider.y > otherPos.y
&& pos.y + collider.y < otherPos.y + otherCollider.y;
// Evaluate a collision in the bottom-right
boolean brCollide = pos.x + collider.x > otherPos.x
&& pos.x + collider.x < otherPos.x + otherCollider.x
&& pos.y + collider.y > otherPos.y
&& pos.y + collider.y < otherPos.y + otherCollider.y;
// Evaluate a collision in the top-right
boolean trCollide = pos.x + collider.x > otherPos.x
&& pos.x + collider.x < otherPos.x + otherCollider.x && pos.y > otherPos.y
&& pos.y < otherPos.y + otherCollider.y;
if (tlCollide || blCollide || brCollide || trCollide) {
// Get the vels
double totalXVel = Math.abs(ridgidBody.xVel) + Math.abs(otherRidgidBody.xVel);
double totalYVel = Math.abs(ridgidBody.yVel) + Math.abs(otherRidgidBody.yVel);
double xMult = 0;
double yMult = 0;
double multTot = (1 + ridgidBody.bounciness);
double totalMass = ridgidBody.mass + otherRidgidBody.mass;
boolean fullEdge = false;
// left-hand collision
if (tlCollide && blCollide) {
fullEdge = true;
pos.x = otherPos.x + otherCollider.x;
xMult = multTot;
}
// right-hand collision
else if (brCollide && trCollide) {
fullEdge = true;
pos.x = otherPos.x - collider.x;
xMult = -multTot;
}
// Bottom collision
if (blCollide && brCollide) {
fullEdge = true;
//pos.y = otherPos.y + otherCollider.y;
pos.y = otherPos.y - collider.y;
yMult = -multTot;
}
// top collision
else if (trCollide && tlCollide) {
fullEdge = true;
//pos.y = otherPos.y - collider.y;
pos.y = otherPos.y + otherCollider.y;
yMult = multTot;
}
if (fullEdge) {
// Finally, actuate the calculation
// entity 2 is immovable; full acceleration applied to the current entity
double oleft = oPos.x;
double obottom = oPos.y;
double oright = oPos.x + oCollider.x;
double otop = oPos.y + oCollider.y;
if (otherRidgidBody.mass > 0){
ridgidBody.xVel += totalXVel * xMult * ((totalMass - ridgidBody.mass) / totalMass);
ridgidBody.yVel += totalYVel * yMult * ((totalMass - ridgidBody.mass) / totalMass);
otherRidgidBody.xVel -= totalXVel * xMult * ((totalMass - otherRidgidBody.mass) / totalMass);
otherRidgidBody.yVel -= totalYVel * yMult * ((totalMass - otherRidgidBody.mass) / totalMass);
}
else{
ridgidBody.xVel += totalXVel * xMult;
ridgidBody.yVel += totalYVel * yMult;
}
Object grav = gameEngine.getComponentData(entity, Gravity.class);
if (grav != null) {
// negate gravity while collided
Gravity gravity = (Gravity) grav;
ridgidBody.xAcc += gravity.x * -1.;
ridgidBody.yAcc += gravity.y * -1.;
}
}
}
// Check if a collision occured
// Few conditions required, that is,
// - oS2 must be greater than eS0, else they aren't close
// - eS2 must be greater than oS0, for the same reason
// - either
if (!(eleft > oright || oleft > eright || etop < obottom || otop < ebottom)){
// Collided
// Grab the angle the other is moving, to figure the quadrant to move to
double ovectorAngle = calcAngle(oRidgidBody.xVel, oRidgidBody.yVel);
// Grab the vector sums
double xVelSum = ridgidBody.xVel + oRidgidBody.xVel;
double yVelSum = ridgidBody.yVel + oRidgidBody.yVel;
// Collision occurred
}
}
}
@ -135,24 +98,153 @@ public class CollisionSystem extends ECSSystem {
}
}
@Override
public void update() {
// Parallelising this loop ()
Set<Entity> processed = new HashSet<>();
// Gets all items we have collided with
for (Entity entity : entities) {
Vec2D pos = (Vec2D) gameEngine.getComponentData(entity, Vec2D.class);
RidgidBody ridgidBody = (RidgidBody) gameEngine.getComponentData(entity, RidgidBody.class);
Collider collider = (Collider) gameEngine.getComponentData(entity, Collider.class);
if (ridgidBody.mass > 0){
// Only ignore non-static colliders
processed.add(entity);
}
for (Entity entity2 : entities) {
if (!processed.contains(entity2)) {
// skip entities that have already been processed
Vec2D otherPos = (Vec2D) gameEngine.getComponentData(entity2, Vec2D.class);
RidgidBody otherRidgidBody = (RidgidBody) gameEngine.getComponentData(entity2, RidgidBody.class);
Collider otherCollider = (Collider) gameEngine.getComponentData(entity2, Collider.class);
if (ridgidBody.mass >= 0 || otherRidgidBody.mass >= 0) {
// Evaluate a collision in the top-left
boolean tlCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
&& pos.y > otherPos.y && pos.y < otherPos.y + otherCollider.y;
// Evaluate a collision in the bottom-left
boolean blCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
&& pos.y + collider.y > otherPos.y && pos.y + collider.y < otherPos.y + otherCollider.y;
// Evaluate a collision in the bottom-right
boolean brCollide = pos.x + collider.x > otherPos.x
&& pos.x + collider.x < otherPos.x + otherCollider.x && pos.y + collider.y > otherPos.y
&& pos.y + collider.y < otherPos.y + otherCollider.y;
// Evaluate a collision in the top-right
boolean trCollide = pos.x + collider.x > otherPos.x
&& pos.x + collider.x < otherPos.x + otherCollider.x && pos.y > otherPos.y
&& pos.y < otherPos.y + otherCollider.y;
if (tlCollide || blCollide || brCollide || trCollide) {
// Determine collision nature
if (tlCollide) {
int k = 0;
}
if (trCollide) {
int k = 0;
}
if (blCollide) {
int k = 0;
}
if (brCollide) {
int k = 0;
}
// Get the vels
double totalXVel = Math.abs(ridgidBody.xVel) + Math.abs(otherRidgidBody.xVel);
double totalYVel = Math.abs(ridgidBody.yVel) + Math.abs(otherRidgidBody.yVel);
double totalMass = ridgidBody.mass + otherRidgidBody.mass;
int xMult = 0;
int yMult = 0;
boolean fullEdge = false;
// left-hand collision
if (tlCollide && blCollide) {
fullEdge = true;
xMult = 2;
}
// Bottom collision
if (blCollide && brCollide) {
fullEdge = true;
yMult = -2;
}
// right-hand collision
if (brCollide && trCollide) {
fullEdge = true;
xMult = -2;
}
// top collision
if (trCollide && tlCollide) {
fullEdge = true;
yMult = 2;
}
if (fullEdge) {
// Finally, actuate the calculation
if (ridgidBody.mass < 0) {
// entity 1 is immovable
otherRidgidBody.xVel += totalXVel * (-1 * xMult);
otherRidgidBody.yVel += totalYVel * (-1 * yMult);
Object grav = gameEngine.getComponentData(entity, Gravity.class);
if (grav != null) {
Gravity gravity = (Gravity) grav;
otherRidgidBody.xAcc += gravity.x * -1.;
otherRidgidBody.yAcc += gravity.y * -1.;
}
} else if (otherRidgidBody.mass < 0) {
// entity 2 is immovable; full acceleration applied to the current entity
ridgidBody.xVel += totalXVel * xMult;
ridgidBody.yVel += totalYVel * yMult;
Object grav = gameEngine.getComponentData(entity, Gravity.class);
if (grav != null) {
// negate gravity while collided
Gravity gravity = (Gravity) grav;
ridgidBody.xAcc += gravity.x * -1.;
ridgidBody.yAcc += gravity.y * -1.;
}
} else {
// collision is elastic; add the forces x & y and the masses, and share between
// objects
/*ridgidBody.xVel += (ridgidBody.mass / totalMass) * totalXVel * xMult;
otherRidgidBody.xVel += (otherRidgidBody.mass / totalMass) * totalXVel
* (-1 * xMult);
ridgidBody.yVel += (ridgidBody.mass / totalMass) * totalYVel * yMult;
otherRidgidBody.yVel += (otherRidgidBody.mass / totalMass) * totalYVel
* (-1 * yMult);*/
}
}
else{
}
}
}
}
}
}
}
/**
* Zero degrees is straight up, 90 east -90 (270) = west 180 south
*
* Zero degrees is straight up,
* 90 east
* -90 (270) = west
* 180 south
* @param xVel
* @param yVel
* @return
*/
public static double calcAngle(double xVel, double yVel) {
if (xVel == 0) { // Div zero; = +- 90
public static double calcAngle(double xVel, double yVel){
if (xVel == 0){ // Div zero; = +- 90
return yVel < 0 ? 270 : 90;
} else if (xVel < 0 && yVel < 0) { // bottom-left quad (180 - 270)
return 180. + Math.tanh(yVel / xVel);
} else if (xVel < 0) { // Top left quad (270 - 360)
return 360 - Math.tanh(yVel / xVel);
} else if (yVel < 0) {
return 180 - Math.tanh(yVel / xVel);
} else {
return Math.tanh(yVel / xVel);
}
else if (xVel < 0 && yVel < 0){ // bottom-left quad (180 - 270)
return 180. + Math.tanh(yVel/xVel);
}
else if (xVel < 0){ // Top left quad (270 - 360)
return 360 - Math.tanh(yVel/xVel);
}
else if (yVel < 0){
return 180 - Math.tanh(yVel/xVel);
}
else{
return Math.tanh(yVel/xVel);
}
}

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@ -11,6 +11,7 @@ import nz.ac.massey.javaecs.Entity;
import nz.ac.massey.javaecs.examples.Components.BoxRender;
import nz.ac.massey.javaecs.examples.Components.Collider;
import nz.ac.massey.javaecs.examples.Components.Gravity;
import nz.ac.massey.javaecs.examples.Components.LogUpdate;
import nz.ac.massey.javaecs.examples.Components.Render;
import nz.ac.massey.javaecs.examples.Components.RidgidBody;
import nz.ac.massey.javaecs.examples.Components.TimedExistence;
@ -31,10 +32,13 @@ public class ExistenceSystem extends ECSSystem{
@Override
public void init() {
rand = new Random();
}
@Override
public void update() {
// TODO Auto-generated method stub
}
public void update(double dt){
@ -43,10 +47,10 @@ public class ExistenceSystem extends ECSSystem{
BoxRender shape = (BoxRender)gameEngine.getComponentData(entity, BoxRender.class);
TimedExistence timedExistence = (TimedExistence)gameEngine.getComponentData(entity, TimedExistence.class);
// Get the rate the fade should occur at our current frame rate.
double fadeRate = timedExistence.lifeTime / dt;
double fadeRate = timedExistence.lifeTime / dt; // I.e. might say 200 frames left
// Fade the opacity
shape.a -= shape.a / fadeRate;
// Keep the alpha between 0-1
// Clauses to keep things safe
if (shape.a < 0) shape.a = 0.;
else if (shape.a > 1) shape.a = 1.;
// Reduce the time the shape may continue living for
@ -56,18 +60,15 @@ public class ExistenceSystem extends ECSSystem{
deletions.add(entity);
}
}
// As we were using the iterator to traverse entities, we could not delete them as we read them.
while (deletions.size() > 0){
gameEngine.destroyEntity(deletions.remove());
}
// Finally, randomly add an entity as required
int newRate = gameEngine.getNumEntities();
newRate = newRate < 13 ? 7 - newRate / 2 : 1;
if (rand.nextInt(2048) <= 1*newRate){
if (rand.nextInt(16384) < 8){
Entity newEnt = gameEngine.createEntity();
double size = 1 + rand.nextDouble() * 10;
gameEngine.addComponent(newEnt, Vec2D.class, new Vec2D(10 + rand.nextDouble()* 80, 10+ rand.nextDouble()* 80,0));
gameEngine.addComponent(newEnt, RidgidBody.class, new RidgidBody(-2.5 + rand.nextDouble()* 5., 0., 0., 0., 0.f, 0.75, 2. * size));
gameEngine.addComponent(newEnt, RidgidBody.class, new RidgidBody(-2.5 + rand.nextDouble()* 5., 0., 0., 0., 0.f, 0., rand.nextDouble() * 20.));
double size = 3 + rand.nextDouble() * 7;
gameEngine.addComponent(newEnt, Collider.class, new Collider(size, size));
gameEngine.addComponent(newEnt, Gravity.class, new Gravity(0, -9.80665, 45., 45.)); // Terminal velocity is 45 m/s
gameEngine.addComponent(newEnt, Render.class, new Render(BoxRender.class));

View File

@ -40,6 +40,7 @@ public class PhysicsSystem extends ECSSystem {
Vec2D pos = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class);
RidgidBody ridgidBody = (RidgidBody)gameEngine.getComponentData(entity, RidgidBody.class);
Gravity gravity = (Gravity)gameEngine.getComponentData(entity, Gravity.class);
Collider collider = (Collider)gameEngine.getComponentData(entity, Collider.class);
// Firstly, add the result of the accelerative forces to the ridgidbody
ridgidBody.xVel += ridgidBody.xAcc * dt;
ridgidBody.yVel += ridgidBody.yAcc * dt;
@ -48,12 +49,14 @@ public class PhysicsSystem extends ECSSystem {
ridgidBody.xAcc = 0.;
ridgidBody.yAcc = 0.;
// Special case of gravity
if (gravity.terminalX < 0 || Math.abs(ridgidBody.xVel) < gravity.terminalX){
ridgidBody.xAcc += gravity.x;
}
if (gravity.terminalY < 0 || Math.abs(ridgidBody.yVel) < gravity.terminalY){
ridgidBody.yAcc += gravity.y;
if (!collider.collided){
// Special case of gravity
if (gravity.terminalX < 0 || Math.abs(ridgidBody.xVel) < gravity.terminalX){
ridgidBody.xAcc += gravity.x;
}
if (gravity.terminalY < 0 || Math.abs(ridgidBody.yVel) < gravity.terminalY){
ridgidBody.yAcc += gravity.y;
}
}

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@ -4,9 +4,11 @@ import java.util.BitSet;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.concurrent.Task;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.paint.Color;
import javafx.scene.paint.Paint;
import javafx.scene.shape.Rectangle;
import javafx.scene.text.Font;
import javafx.scene.text.Text;
@ -38,15 +40,23 @@ public class RenderSystem extends ECSSystem{
@Override
public void init() {
// Spawn a new asynchronous thread (won't rejoin the main program flow)
// Spawn a new thread
renderThread = new Thread(new RenderStarter());
renderThread.start();
renderThread.start(); // this thread is asynchronous, it isn't expected to rejoin
}
@Override
public void update() {
/* while (JFXView.root == null){
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
} */
Group renderScene = new Group();
for (Entity entity : entities) {
//Vec2D pos = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class);
if (((Render)gameEngine.getComponentData(entity, Render.class)).renderType == BoxRender.class){
BoxRender box = (BoxRender)gameEngine.getComponentData(entity, BoxRender.class);
Vec2D vec2d = (Vec2D)gameEngine.getComponentData(entity, Vec2D.class);
@ -67,9 +77,6 @@ public class RenderSystem extends ECSSystem{
renderScene.getChildren().add(t);
}
}
// Must be run by the UI thread, not the main thread.
// This dispatches the operation run() to the UI.
Platform.runLater(new Runnable(){
@Override
public void run() {
@ -80,6 +87,7 @@ public class RenderSystem extends ECSSystem{
}
// Add a renderer
public class RenderStarter implements Runnable{
@Override
@ -101,6 +109,7 @@ public class RenderSystem extends ECSSystem{
root = new Group();
Scene scene = new Scene(root, 1024, 1024, Color.BLACK);
primaryStage.setScene(scene);
primaryStage.show();
}

View File

@ -20,6 +20,8 @@ public class ReportSystem extends ECSSystem{
}
@Override
public void init() {
// TODO Auto-generated method stub
}
@Override