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Tag: RIA

FootprintFX

Footprint logo

Footprint is a publisher and distributor of certificates of participation in conferences – signed PDF documents that prove you attended a conference or a course.

This is a little JavaFX application that shows how to create a interface that displays data provided by services. This version uses three services: one that counts the number of users, other that counts the number of events and one that list these events. Check out the source code here.  Try the application as a draggable JavaFX applet here.

JavaFX 1.1 for Linux workaround

Download

javafx4linux.tar.bz2 (~ 36Mb).

Installing

1) Extract the javafx4linux.tar.bz2 file. In this example I’m placing it on my Desktop. After the installing process you can remove it.

javafx linux ubuntu extract

2) Open your NetBeans 6.5 and go at Tools → Plugins and go to Downloaded tab. In a plain and new NetBeans installation there will be no plugin in this tab yet.

netbeans javafx linux step01

netbeans javafx linux step02

netbeans javafx linux step03

3) Click on the Add Plugins button and head to the directory you extracted the file and select all .nbm files.

netbeans javafx linux step 04

4) You will see a list of 22 plugins selected. Click on the Install button.

netbeans javafx linux step 05

5) Just keep clicking on the Next button.

netbeans javafx linux step 6

6) Check the license agreement accept box.

netbeans javafx linux step 7

7) You’ll see a warning because the Linux pluggin is not signed. Don’t worry, just click Continue.

netbeans javafx linux step 8

8) Click on Finish to restart NetBeans.

netbeans javafx linux step 9

9) Now we can test it. Go at File → New Project, select the JavaFX on Categories and JavaFX Script Application on Projects.

netbeans javafx linux step 10

10) Put some code and run it. There is. JavaFX on Linux.

netbeans javafx linux step 11

Considerations

This is not a official of JavaFX for Linux! This solution was tested on Ubuntu 9.04 “Jaunty Jackalope” with Java 6 update 13 and NetBeans 6.5.1, but should also work with others Linux distributions and Java versions greater than 5.

Known bugs

As a non official workaround for JavaFX for Linux you may notice some drawbacks. Some parts of the JavaFX runtime rely on native implementations on the specific operational system. You may not use some multimedia capabilities as video playback, JavaFX Mobile emulator and some performance issues in some effects. Despite that, is perfectly possible to develop applications using JavaFX on NetBeans.

Thanks

I’d like to thanks some guys around the world. Weiqi Gao’s original post on JavaFX on Linux, HuaSong Liu article on DZone and Kaesar Alnijres post.

JavaFX, easy use of tiles

Continuing my little JavaFX framework for game development, right now focused on use those tiles I’m drawing and posting here in my blog. This framework will be a group of classes for simplify and hide some complexities of common game development. Right now I wrote just a few of them.

Use

We create a tileset from the files.png file that way

var tileset = Tileset {
    cols: 15 rows: 10 height: 32 width: 32
    image: Image {
        url: "{__DIR__}tiles.png"
    }
}

tiles

Tileset are orthogonal, distributed into a grid of cols columns and rows rows. Each tile have dimensions height x width.

A Tileset is used into a Tilemap

var bg = Tilemap {
    set:tileset cols:5 rows:5
    map: [8,8,8,8,8,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3]
}

That shows

bg tilemap

Each number in the map represents a tile in the tilemap. Number 0 means the first tile at the upper left corner, numbers keep growing from left to right columns, from top to bottom rows.

Another example

var things = Tilemap {
    set:tileset cols:5 rows:5
    map: [80,55,56,145,145,96,71,72,61,62,0,0,0,77,78,122,0,0,93,94,138,0,0,0,0]
}

things tileset

A tilemap can also contains more than one layer

var room = Tilemap {
    set:tileset cols:5 rows:5 layers:2
    map: [
        [8,8,8,8,8,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3],
        [80,55,56,145,145,96,71,72,61,62,0,0,0,77,78,122,0,0,93,94,138,0,0,0,0]
    ]
}

tileroom

Implementation

The Tileset class basically stores a Image and a collection of Rectangle2D objects, for be used as viewports in ImageView classes.

import javafx.scene.image.ImageView;
import javafx.scene.image.Image;
import javafx.geometry.Rectangle2D;

public class Tileset {
    public-init var      image: Image;
    public-init var      width: Integer = 32;
    public-init var     height: Integer = 32;
    public-init var       rows: Integer = 10;
    public-init var       cols: Integer = 15;
    protected   var       tile: Rectangle2D[];

    init {
        tile =  for (row in [0..rows]) {
            for (col in [0..cols]) {
                Rectangle2D{
                    minX: col * width, minY: row * height
                    height: width, width: height
                }
            }
        }
    }
}

The Tilemap is a CustomNode with a Group of ImageViews in a grid. The grid is mounted by iterating over the map as many layers was defined.

public class Tilemap extends CustomNode {
    public-init var   rows: Integer = 10;
    public-init var   cols: Integer = 10;
    public-init var    set: Tileset;
    public-init var layers: Integer = 1;
    public-init var    map: Integer[];

    public override function create(): Node {
        var tilesperlayer = rows * cols;
        return Group {
            content:
                for (layer in [0..layers]) {
                    for (row in [0..rows-1]) {
                        for (col in [0..cols-1]) {
                            ImageView {
                                image: set.image x: col * set.width y: row * set.height
                                viewport: set.tile[map[tilesperlayer*layer + row*rows+col]]
                            }
                        }
                    }
                }
        };
    }
}

Next steps

  • Integrate to a map editor
  • Support some XML map format
  • Sprite classes for animation
  • Integrate those collision detection classes I posted before

Download

Reading Twitter with JavaFX

twitter bird

Twitter is a social network and micro-blogging service that allow you to create and read tweets, 140 characters text-based posts. It’s becoming a popular tool to keep in touch with your friends, coworkers, bloggers, etc. Here we’ll create a very simple application that show us tweets related with a given word.

Twitter offers a very simple and powerfull REST API which supports XML, JSON, and the RSS and Atom formats. As we are aiming just to read tweets we’ll use just the Search API.

We do that in three steps:

  1. Query Tweets
  2. Parser the Atom result
  3. Show tweets into a GUI

Let’s see them in the order of dependence beetween them.

Displaying a Tweet

var gradient = LinearGradient {
    startX: 0.0,
    startY: 0.0,
    endX: 0.0,
    endY: 150.0
    proportional: false
    stops: [Stop {offset: 0.0 color: Color.DARKGRAY },
        Stop { offset: 1.0 color: Color.BLACK }]
}

public class Tweet extends CustomNode {
    public var image: Image;
    public var username: String;
    public var message: String;
    public override function create(): Node {
        var txt = Text {
            x: 65  y: 35 wrappingWidth: 150 fill: Color.WHITE
            content: "{message}"
        }
        return Group {
            content: [
                Rectangle {
                    width: 220 height: txt.boundsInLocal.height + 40
                    arcHeight: 10 arcWidth: 10 fill: gradient
                },
                ImageView {
                    x: 5 y: 20 image: image
                },
                Text {
                    x: 65  y: 20 fill: Color.BLACK content: "{username} said"
                },
                txt
            ]
        };
    }
}

For example, this tweet would become:

tweet example

Parsing ATOM result

In my last post about JavaFX I showed how to parse XML documents (and make sandwiches) with JavaFX. Here we’ll use the Atom format, but use any other would be almost the same. Parsing XML or JSON documents with JavaFX is both very simple using the javafx.data.pull.PullParser class.

A query output is a Atom XML document with several information. We are interested only in the fields that holds the avatar image, the message and the user name.

var tweets = VBox {}
def parser = PullParser {
    var avatar;
    var firstname;
    var text;
    documentType: PullParser.XML;

    onEvent: function(event: Event) {
        if(event.type == PullParser.START_ELEMENT){
            if(event.qname.name.equals("link")){
                if(event.getAttributeValue(QName{name: "rel"}) == "image"){
                    avatar = event.getAttributeValue(QName{name:"href"});
                }
            }
        }

        if(event.type == PullParser.END_ELEMENT) {
            if(event.qname.name == "title"){
                    text = event.text;
            }
            if((event.qname.name == "name")and(event.level==3)){
                var names: String[] = event.text.split(" ");
                firstname = names[0];
                insert Tweet {
                        image: Image {
                            url: avatar
                        }
                        message: text
                        username: firstname
                    } into tweets.content;
            }
        }
    }
}

Querying Tweets

We can get Atom results through url queries like that:

Notice that queries should be URL encoded. We will use a additional parameters &rpp=4 to receive only 4 results per page. To know more about search queries read the Search API Documentation. We get these results as InputStreams making asynchronous HTTP requests using the javafx.io.http.HttpRequest class, which it’s perfect to invoke RESTful Web Services.

word = "Beatles";
var request = HttpRequest {
    location: "http://search.twitter.com/search.atom?q={word}&rpp=4";
    onInput: function(stream: java.io.InputStream) {
        parser.input = stream;
        parser.parse();
    }
}
request.enqueue();

Conclusion

Here is the application running for the word “House”.

twitter with javafx

Is not a complete Twitter client, as it’s not intended to be, but can show you how to handle a simple asynchronous call and handle Twitter documents. There’s already a few beta JavaFX Twitter clients like Tweetbox and Twitterfx and certanly others will appears.

Download

Sources and Netbeans project, fxtwitter.tar.bz2.

Parsing a XML Sandwich with JavaFX

delicious sandwich

Let sandwich.xml be a file at /tmp directory with the content above.




   
   
   
   
   

We can open it using java.io.FileInputStream and so use it on a javafx.data.pull.PullParser. A PullParser is a event oriented parser that works with XML and YAML files. Above a general and simple parser with a GUI that show the list of events during the parse process.

import java.io.FileInputStream;
import javafx.data.pull.Event;
import javafx.data.pull.PullParser;
import javafx.ext.swing.SwingList;
import javafx.ext.swing.SwingListItem;
import javafx.scene.Scene;
import javafx.stage.Stage;

var list = SwingList { width: 600 height: 300 }

var myparser = PullParser {
   documentType: PullParser.XML;
   onEvent: function (e: Event) {
      var item = SwingListItem {
         text: "event {e}"
      };
      insert item into list.items;
   }
   input: new FileInputStream("/tmp/sandwich.xml");
}
myparser.parse();

Stage {
   title: "XML Sandwich"
   scene: Scene { content: list }
}

javafx xml sandwich

The XML cheese element produce two the outputs.

type:1 typeName:START_ELEMENT level:1 qname:cheese text:” namespaces:{} attributes:{type=chedar}
type:2 typeName:END_ELEMENT level:1 qname:cheese text:” namespaces:{} attributes:{type=chedar}

Notice that white spaces like tab and escape characters like new line also produced events from type TEXT. We are not interested on them. Above a parser that looks only those events of type START_ELEMENT or END_ELEMENT, look into it’s contents, building a sandwich at runtime based on the XML file.

import java.io.FileInputStream;
import javafx.data.pull.Event;
import javafx.data.pull.PullParser;
import javafx.data.xml.QName;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.VBox;
import javafx.scene.Scene;
import javafx.stage.Stage;

// my sandwich starts as an empty VBox
var mysandwich = VBox {}

// give a name and returns a ImageView with a png image like the name
function ingredient(name){
   return ImageView {
      image: Image {
         url: "{__DIR__}{name}.png"
      }
   }
}

// basicaly, look the event and put a ingredient at mysandwich
var myparser = PullParser {
   documentType: PullParser.XML;
   onEvent: function (e: Event) {
      // starter xml elements
      if(e.type == PullParser.START_ELEMENT){
         // bread
         if(e.qname.name.equals("bread")){
             insert ingredient("bread_top") into mysandwich.content;
         }

         // hamburguer
         if(e.qname.name.equals("hamburguer")){
             insert ingredient("hamburguer") into mysandwich.content;
         }

         // catchup
         if(e.qname.name.equals("catchup")){
             insert ingredient("catchup") into mysandwich.content;
         }

         // maionese
         if(e.qname.name.equals("maionese")){
             insert ingredient("maionese") into mysandwich.content;
         }

         // lettuce
         if(e.qname.name.equals("lettuce")){
             insert ingredient("lettuce") into mysandwich.content;
         }

         // cheese
         if(e.qname.name.equals("cheese")){
            var type= e.getAttributeValue(QName{name:"type"});
            if(type.equals("cheedar")){
                 insert ingredient("cheedar") into mysandwich.content;
            } else {
                insert ingredient("cheese") into mysandwich.content;
            }
         }
      }

      // ending xml elements (just bread)
      if(e.type == PullParser.END_ELEMENT){
         if(e.qname.name.equals("bread")){
            insert ingredient("bread_botton") into mysandwich.content;
         }
      }
   }
   input: new FileInputStream("/tmp/sandwich.xml");
}
myparser.parse();

Stage {
   title: "XML Sandwich"
   scene: Scene {
      height: 300
      content: mysandwich
   }
}

Here’s our sandwich.

sandwich javaFX

Just changing the XML file you got a new sandwich.




   
   
   
   
   
   
   

double burguer

Bon appétit.

For more details on XML and JSON parsing see the JavaFX API.

Gravatar with JavaFX

Gravatar is easy way to put global recognized avatar images into any Internet application. Gravatar would stands for globally recognized avatar.

Below,  the Java class that I got from the Gravatar Java reference. Here is a static class called md5 that applies a MD5Sum algorithm over a string. Is a little complex code but all behavior keeps encapsulated and who uses it don’t need to know how it works. Just gives a string and receives a encrypted string. Those two codes are also a good example of how calling Java classes inside a JavaFX code.

package gravatarexample;

import java.security.MessageDigest;
import java.io.UnsupportedEncodingException;
import java.security.NoSuchAlgorithmException;

public class MD5 {
   public static String toHex(String message) {
      try {
         MessageDigest md = MessageDigest.getInstance("MD5");
         byte array[] = md.digest(message.getBytes("CP1252"));
         StringBuffer sb = new StringBuffer();
         for (int i = 0; i < array.length; ++i) {
            sb.append(Integer.toHexString((array[i]&0xFF)|0x100).substring(1, 3));
         }
         return sb.toString();
      } catch (NoSuchAlgorithmException e) {
      } catch (UnsupportedEncodingException e) {
      }
      return null;
   }
}

As a Java class in the same package, any JavaFX (or Java) code can call it without any problem. Just to keep the code more clear I’m importing it explicitly. Is this example I also create some Swing interface to give user the option to put his mail, adjust the image size and get a output direct link or html image tag.

package gravatarexample;

import gravatarexample.MD5;
import javafx.ext.swing.SwingButton;
import javafx.ext.swing.SwingSlider;
import javafx.ext.swing.SwingTextField;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.layout.VBox;
import javafx.scene.Scene;
import javafx.stage.Stage;

var mail = "Email";
var key = "";

function gravatalize(mail:String, size: Integer): String {
   return "http://www.gravatar.com/avatar/{MD5.toHex(mail)}?s={size}"
}

var inputtxt = SwingTextField {
   columns: 20
   text: mail
}

var slider = SwingSlider {
   minimum: 10
   maximum: 128
   value: 100
   vertical: false
}

var button = SwingButton {
   text: "Get Gravatar"
   action: function() {
      key = gravatalize(inputtxt.text, slider.value);
      directoutput.text = key;
      htmloutput.text = "\"gravatar\"";
      photo.image = Image {
         backgroundLoading: true,
         url: key};
   }
}

var photo:ImageView = ImageView {
   image: null
}

var directoutput = SwingTextField {
   columns: 20
   text: "direct link image"

}

var htmloutput = SwingTextField {
   columns: 20
   text: "html tag image"
}

Stage {
   title: "Gravatar"
   width: 300
   height: 340
   scene: Scene {
      content: [
         VBox {
            spacing: 10
            content: [inputtxt, slider, button, directoutput, htmloutput, photo]
         },
      ]
   }
}

The string itself is assembled in the gravatalize function. You give a mail and it’s returns a Gravatar direct link to the image. There’s many cool ways to use together Gravatar and a JavaFX Internet application.

JavaFX SDK 1.0 on Linux

JavaFX 1.0 is out and is absolutely amazing. You guys did really a great work on it.

As I really need a working SDK on Linux to continue to study and I don’t have any Windows/Mac near me, I’m using the Weiqi Gao’s workaround. I tried to simplify a little bit more the process for those who need JavaFX SDK working on Linux right now.

Download javafxsdk_linux_unofficial.tar.bz2 (~18Mb).

And then

tar -xjvf javafxsdk_linux_unofficial.tar.bz2
sudo cp javafx /opt/javafx
echo “PATH=\$PATH:/opt/javafx/bin” >> ~/.profile
echo “JAVAFX_HOME=/opt/javafx” >> ~/.profile
source ~/.profile

Now you can call javafx, javafxc, javafxdoc and javafxpackager from your terminal. Don’t forget that you need Java 1.6 or greater installed.

Here’s a video showing the SDK working, I’m compiling and running two sample applications. Remeber that as a temporary unofficial port for Linux, there’s not native video support nor hardware acceleration.

[youtube]ENf5mXEIiD8[/youtube]

JavaFX, Defuse the Bomb

I continue to develop simple games demos to feel better the strengths and weakness of JavaFX for game development.

Preview:

[youtube]hR2LiKiBUgE[/youtube]

Click to play via Java Web Start:

There’s a little JavaFX game demo where you have to transport a bomb to a defuse point without touching in the walls. I’m using the collision detection methods I described early in this post to detect when the bomb hits a wall and then explode or when a bomb is inside the defuse point and the game ends. As it’s only a demo, it’s just one single level, but adding more levels would be easy.

Basically we have this four images:


bomb.png


goal.png


floor.png


wall.png

The code is petty simple. A little bit more than 300 lines with even with all comments and declarations. I transform the bomb image into a draggable node, create a list of collidable nodes and a especial node, the goal. I check the collisions when the bomb is dragged by mouse, if it hits something, it blows up.

I use extensively the TimeLine class from the animation framework (javafx.animation) to create chained animations and even to control some game logic.

As I focused in the simplicity, I don’t declared any classes to after instantiate their objects. I just was using common classes from JavaFX and putting logic on ir throught event and binding to external variables.

import javafx.application.Frame;
import javafx.application.Stage;
import javafx.animation.Timeline;
import javafx.animation.KeyFrame;
import javafx.animation.Interpolator;
import javafx.scene.image.ImageView;
import javafx.scene.image.Image;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.paint.Color;
import javafx.scene.geometry.Circle;
import javafx.scene.geometry.Rectangle;
import javafx.scene.geometry.Shape;
import javafx.scene.text.Text;
import javafx.scene.Font;
import javafx.scene.FontStyle;
import javafx.input.MouseEvent;

/* Fade variable modified in some animations and used in the fadescreen */
var fade = 0.0;

/* The Bomb */
var lock = false;
var tx = 0.0;
var ty = 0.0;
var bomb:Node = Group{
    opacity: bind bombfade;
    content: [
        ImageView {
            image: Image {
                url: "{__DIR__}/bomb.png"
            }
        },
        Circle {
            centerX: 45, centerY: 21, radius: 7, fill: Color.LIME
            opacity: bind led
        },
        Circle {
            centerX: 30, centerY: 30, fill: Color.WHITE
            radius: bind fireradius
        },
    ],
    var startX = 0.0;
    var startY = 0.0;
    translateX: bind tx
    translateY: bind ty

    onMousePressed: function( e: MouseEvent ):Void {
        if (lock) {return;}
        startX = e.getDragX() - tx;
        startY = e.getDragY() - ty;
    }

    onMouseDragged: function(e:MouseEvent):Void {
        if (lock) {return;}
        tx = e.getDragX() - startX;
        ty = e.getDragY() - startY;
        checkcollissions();
    }
}

/* Big rectangle that covers all the screen (bomb explosion or game end) */
var fadescreen = Rectangle {
    x: 0, y: 0, width: 640, height: 480, fill: Color.WHITE
    opacity: bind fade
}

/* The wood floor image for the scenario. */
var floor = ImageView {
    image: Image {
        url: "{__DIR__}/floor.png"
    }
}

/* The goal image where the bomb should be placed. */
var goal = ImageView {
    x: 470, y: 360
    image: Image {
        url: "{__DIR__}/goal.png"
    }
}

/* List of obstacles nodes that the bomb can collide with. */
var obstacles = [
    Rectangle { x: 120, y: 0, width: 100, height: 300, fill: Color.BLACK},
    Rectangle { x: 350, y: 200, width: 100, height: 300, fill: Color.BLACK},
    Rectangle { x: 370, y: 50, width: 50, height: 50, fill: Color.BLACK},
    Rectangle {
        x: 250, y: 120, translateX: bind move, width: 100, height: 50
        fill: Color.BLACK
    },
];

/* Visible representations of obstacles */
var wallimage = Image {
    url: "{__DIR__}/wall.png"
}
var walls = for(obs in obstacles){
    ImageView {
        x: obs.x, y: obs.y, translateX: bind obs.translateX
        clip: obs, image: wallimage
    }
}

/* Animation for a blinking green led */
var led = 0.0;
var bombclock = Timeline {
    repeatCount: Timeline.INDEFINITE
    autoReverse: true
    keyFrames : [
        KeyFrame {
            time : 0s
            values : led => 0.0 tween Interpolator.LINEAR
        },
        KeyFrame {
            time : 1s
            values : led => 1.0 tween Interpolator.LINEAR
        }
    ]
}

/* Animation for the bomb explosion and game reset */
var fireradius = 0.0;
var explosion:Timeline = Timeline {
    repeatCount: 1
    keyFrames : [
        KeyFrame {
            time : 0s
            values : [
                fireradius => 0.0,
                fade => 0.0
            ]
        },
        KeyFrame {
            time : 2s
            values : [
                fireradius => 200.0 tween Interpolator.LINEAR,
                fade => 1.0 tween Interpolator.LINEAR
            ]
            action: gamereset
        },
        KeyFrame {
            time : 3s
            values: fade => 0.0 tween Interpolator.LINEAR
        },
    ]
}

/* Reset variables for initial values */
function gamereset(){
    lock = false;
    fireradius = 0.0;
    tx = 0.0;
    ty = 0.0;
    bombfade = 1.0;

    moveblock.start();
    specialcollison.start();
    bombclock.start();
}

/* Animation when the bomb reaches the goal. Bomb disapear. */
var bombfade = 1.0;
var bomdisapear = Timeline {
    repeatCount: 1
    keyFrames : [
        KeyFrame {
            time : 1s
            values: [
                        bombfade => 0.0 tween Interpolator.EASEBOTH,
                        fade => 0.0
            ]
        },
        KeyFrame {
            time : 2s
            values:
                    fade => 1.0 tween Interpolator.LINEAR;
            action: gamereset
        },
        KeyFrame {
            time : 3s
            values:
                    fade => 0.0 tween Interpolator.LINEAR;
        },
    ]
}

/* Animation for a moving block. */
var move = 0.0;
var moveblock = Timeline {
    repeatCount: Timeline.INDEFINITE
    autoReverse: true
    keyFrames : [
        KeyFrame {
            time : 0s
            values :
                    move => 0.0
        },
        KeyFrame {
            time : 3s
            values :
                    move => 200.0 tween Interpolator.EASEBOTH
        },
    ]
}

/* Check and handle possible collisions. */
function checkcollissions(): Void {
    if(checkobstacles()){
        lock = true;
        specialcollison.stop();
        moveblock.stop();
        explosion.start();
    }

    if (insidenode(bomb,goal)) {
        lock = true;
        moveblock.stop();
        bomdisapear.start();
    }
}

/* There was a bug, when the bomb is stopped, not been gragged, in front of
the moving block, it could pass through it because checkcollissions() was
only called on mouse moving. This make sure checking this special case. */
var specialcollison:Timeline = Timeline {
    repeatCount: Timeline.INDEFINITE
    keyFrames : [
        KeyFrame {
            time : 1s/5
            action: function(){
                if(hitnode(obstacles[sizeof obstacles-1], bomb)){
                    lock = true;
                    moveblock.stop();
                    explosion.start();
                    specialcollison.stop();
                }
            }
        }
    ]
}

/*
* The next four functions are for collision detection.
* @See http://silveiraneto.net/2008/10/30/javafx-rectangular-collision-detection/
*/

/*
 * Check collision between two rectangles.
 */
function collission(ax, ay, bx, by, cx, cy, dx, dy): Boolean {
    return not ((ax > dx)or(bx < cx)or(ay > dy)or(by < cy));
}

/*
 * Check if the first rectangle are inside the second.
 */
function inside (ax, ay, bx, by, cx, cy, dx, dy):Boolean{
    return ((ax > cx) and (bx < dx) and (ay > cy) and (by < dy));
}

function hitnode(a: Node, b:Node): Boolean {
    return (collission(
        a.getBoundsX(), a.getBoundsY(),
        a.getBoundsX() + a.getWidth(), a.getBoundsY() + a.getHeight(),
        b.getBoundsX(), b.getBoundsY(),
        b.getBoundsX() + b.getWidth(), b.getBoundsY() + b.getHeight()
    ));
}

function insidenode(a:Node,b:Node):Boolean {
    return (inside(
        a.getBoundsX(), a.getBoundsY(),
        a.getBoundsX() + a.getWidth(), a.getBoundsY() + a.getHeight(),
        b.getBoundsX(), b.getBoundsY(),
        b.getBoundsX() + b.getWidth(), b.getBoundsY() + b.getHeight()
    ));
}

/*
* Check collision of bomb against each obstacle.
*/
function checkobstacles(): Boolean{
    for(obst in obstacles){
        if (hitnode(obst, bomb)){
            return true;
        }
    }
    return false;
}

/* Pack visual game elements in a Frame's Stage, unresizable. */
Frame {
    title: "Defuse the Bomb"
    width: 640
    height: 480
    resizable: false
    closeAction: function() {
        java.lang.System.exit( 0 );
    }
    visible: true

    stage: Stage {
        content: bind [floor, goal, walls, bomb, fadescreen]
    }
}

/* Call gamereset to set initial values and start animations */
gamereset();

Downloads:

JavaFX Overview Slides

My slides about a overview on JavaFX at our last CEJUG event.

JavaFX Overview

View SlideShare presentation or Upload your own. (tags: javafx ria)

Downloads:

Café com Tapioca na Christus

Café com Tapioca na Christus

Here a little screncast showing the live preview feature on the NetBeans JavaFX Plugin.

[youtube]vCWQtQgdpUA[/youtube]

You can also download the orignal screencast in higher resolution netbeans_javafx_preview.ogg (15 Mb). Photos of the presentation at my Flickr album.

JavaFX, Draggable Nodes

One thing that I like a lot to do with JavaFX is draggable objects. Due to some recent changes in the JavaFX syntax my old codes for that are no longer working. Joshua Marinacci from Sun’s JavaFX engineering team and other guys from the JavaFX community gave me some tips. Here some strategies I’m using for making draggable nodes in JavaFX.

In this first example, a simple draggable ellipse.


video url: http://www.youtube.com/watch?v=pAJHH-mPLaQ

import javafx.application.*;
import javafx.scene.paint.*;
import javafx.scene.geometry.*;
import javafx.input.*;

Frame {
    width: 300, height: 300, visible: true
    stage: Stage {
        content: [
            Ellipse {
                var endX = 0.0; var endY = 0.0
                var startX = 0.0; var startY = 0.0
                centerX: 150, centerY: 150
                radiusX: 80, radiusY: 40
                fill: Color.ORANGE
                translateX: bind endX
                translateY: bind endY
                onMousePressed: function(e:MouseEvent):Void {
                    startX = e.getDragX()-endX;
                    startY = e.getDragY()-endY;
                }
                onMouseDragged: function(e:MouseEvent):Void {
                    endX = e.getDragX()-startX;
                    endY = e.getDragY()-startY;
                }
            }
        ]

    }
}

When you need to create a group of draggable objects, you can try thie approach of a draggable group like this. Inside on it, you can put whatever you want.


Video url: http://www.youtube.com/watch?v=mHOcPRrgQCQ

import javafx.application.*;
import javafx.scene.paint.*;
import javafx.scene.geometry.*;
import javafx.input.*;
import javafx.scene.*;
import javafx.scene.effect.*;
import javafx.scene.image.*;
import javafx.animation.*;

// a graggable group
public class DragGroup extends CustomNode{
    public attribute content: Node[];
    
    private attribute endX = 0.0;
    private attribute endY = 0.0;

    private attribute startX = 0.0;
    private attribute startY = 0.0;

    public function create(): Node {
        return Group{
            translateX: bind endX
            translateY: bind endY
            content: bind content
        }
    }

    override attribute onMousePressed = function(e:MouseEvent):Void {
        startX = e.getDragX()-endX;
        startY = e.getDragY()-endY;
    }
    
    override attribute onMouseDragged = function(e:MouseEvent):Void {
        endX = e.getDragX()-startX;
        endY = e.getDragY()-startY;
    }
}

// angle animation, cycles between 0 to 360 in 36 seconds
var angle = 0.0;
var angleAnimation = Timeline {
    repeatCount: Timeline.INDEFINITE
    keyFrames : [
        KeyFrame {
            time: 0s
            values: 
                    angle => 0.0
        },
        KeyFrame{
            time: 36s
            values :  
                    angle => 360.0 tween Interpolator.LINEAR
        }
    ]
}

// some pictures from my Flickr albums 
var me    = "http://farm4.static.flickr.com/3042/2746737338_aa3041f283_m.jpg";



var dog   = "http://farm4.static.flickr.com/3184/2717290793_ec14c26a85_m.jpg";
var plant = "http://farm4.static.flickr.com/3014/2731177705_bed6d6b8fa_m.jpg";
var bird  = "http://farm4.static.flickr.com/3190/2734919599_a0110e7ce0_m.jpg";
var me_89  = "http://farm3.static.flickr.com/2138/2308085138_7b296cc5d0_m.jpg";


Frame {    
    width: 640, height: 480, visible: true
    stage: Stage {
        fill: Color.BLACK
        content: [
            DragGroup{
                content: ImageView {
                    anchorX: 120, anchorY: 90
                    rotate: bind 30 + angle
                    image: Image { backgroundLoading: true, url: me }
                }
            },
            DragGroup {
                translateX: 300, translateY: 50
                content: ImageView {
                    anchorX: 120, anchorY: 90
                    rotate: bind -30 + angle
                    image: Image { backgroundLoading: true, url: dog }
                }
            },
            DragGroup {
                translateX: 300, translateY: 300
                content: ImageView {
                    anchorX: 120, anchorY: 90
                    rotate: bind 90 + angle
                    image: Image { backgroundLoading: true, url: plant }
                }                
            },
            DragGroup {
                translateX: 200
                translateY: 200
                content: ImageView {
                    anchorX: 120, anchorY: 90
                    rotate: bind 90 + angle
                    image: Image { backgroundLoading: true, url: bird }
                }                
            },
            DragGroup {
                translateX: 30
                translateY: 200
                content: ImageView {
                    anchorX: 85, anchorY: 120
                    rotate: bind angle + 180
                    image: Image { backgroundLoading: true, url: me_89 }
                }                
            },
        ]

    }
    
    closeAction: function() { 
        java.lang.System.exit( 0 ); 
    }
}

angleAnimation.start();

One more example, using the same class DragGroup, we can put multiple nodes using lists.


Video url: http://www.youtube.com/watch?v=gJqy7EdtEqs

import javafx.application.*;
import javafx.scene.*;
import javafx.scene.geometry.*;
import javafx.scene.paint.*;
import javafx.input.*;
import javafx.animation.*;
import java.lang.Math;

// Class to create a draggable group of objects
public class DragGroup extends CustomNode{
    public attribute content: Node[];
    
    private attribute endX = 0.0;
    private attribute endY = 0.0;

    private attribute startX = 0.0;
    private attribute startY = 0.0;
    
    override attribute onMousePressed = function(e:MouseEvent):Void {
        startX = e.getDragX()-endX;
        startY = e.getDragY()-endY;
    }
    
    override attribute onMouseDragged = function(e:MouseEvent):Void {
        endX = e.getDragX()-startX;
        endY = e.getDragY()-startY;
    }
    
    public function create(): Node {
        return Group{
            translateX: bind endX
            translateY: bind endY
            content: bind content
        }
    }
}

// angle animation, cycles between 0 to 360 in 10 seconds
var angle = 0.0;
var angleAnimation = Timeline {
    repeatCount: Timeline.INDEFINITE
    keyFrames : [
        KeyFrame {
            time: 0s
            values: angle => 0.0
        },
        KeyFrame{
            time: 10s
            values :  angle => 360.0 tween Interpolator.LINEAR
        }
    ]
}

// breath animation, go and back from 0.0 to 10.0 in 2 seconds
var breath = 0.0;
var breathAnimation = Timeline {
    repeatCount: Timeline.INDEFINITE
    autoReverse: true
    keyFrames : [
        KeyFrame {
            time: 0s
            values: breath => 0.0
        },
        KeyFrame{
            time: 1s
            values :  breath => 10.0 tween Interpolator.LINEAR
        }
    ]
}

// Creates n multi colored floating circles around a bigger circle
var n = 12;
var colors = [
    Color.BLUE, Color.AQUA, Color.MAGENTA, Color.RED,
    Color.YELLOW, Color.ORANGE, Color.HOTPINK, Color.LIME
];
var chosen = Color.YELLOW;
var floatingCircles = Group{
    rotate: bind angle
    content: for (i in [1..n]) 
    Circle {
        fill: colors[i mod sizeof colors]
        radius: 10
        centerX: Math.cos(i * 2 * Math.PI/n) * 70
        centerY: Math.sin(i * 2 * Math.PI/n) * 70
        onMouseClicked: function( e: MouseEvent ):Void {
            chosen = colors[i mod sizeof colors];
        }
    }
}
var circle = Circle{
    radius: bind 50 + breath
    fill: bind chosen
}


Frame {
    width: 400, height: 400, visible: true
    stage: Stage {
        fill: Color.BLACK
        content: [
            DragGroup{
                translateX: 200, translateY: 200
                content: [circle, floatingCircles]
            }
        ]
    }
    
    closeAction: function() { 
        java.lang.System.exit( 0 ); 
    }
}

// starts all animations
angleAnimation.start();
breathAnimation.start();