Introduction and progress of the Game Engine Based on javafx-wjfxgameengine

Source: Internet
Author: User

Disclaimer: the original articles of this blog are all personal originals and are copyrighted. For more information, see http://blog.csdn.net/ml3947. for more information, visit http://www.wjfxgame.com.

It has been a long time to develop the game engine for javafx, but the previous Code has disappeared because of the loss of notebook data. The last time I started writing a pen was just middle April. The Code volume is not much, but the prototype has basically come out. And almost implemented general functions.

Currently, only about 12 packages are being developed.

1. Currently, the core package only has the main framework class and wsystem parameter class of the wapplication program.

Any game main class of wjfxgameengine can directly inherit wapplication.

2. The core. astar package is a * star path finding algorithm package, which can be used directly in RPG and srpg games. This was transplanted from my college game engine developed based on xNa.

3. The component package contains some basic objects.

This is also a key package in game development. Currently, some basic objects are included. All classes in the Game Engine inherit wobject. wobject contains a series of methods and is a core class. Wanimation is a frame animation class, And wbackground is used for the background (supports the rmvx dialog box style ). Wpanel is a panel class. You can add sub-objects to the Panel, and the sub-objects will move with the Panel. Wimage is an image class that supports common and segmentation. Others.


In addition, wobject implements event encapsulation. Any object that inherits wobject can perform events such as clicking and dragging.


4. action package. Currently, there are only three options: gradient, translation, and scaling, and event interfaces. Any object that inherits wobject can execute these actions.


5. The UI package is also a key package for development. It currently includes buttons, menu, dialog, progress, MessageBox, and other controls. MessageBox supports the verbatim display of normal game conversations.


6. The effect package contains some simple weather effects that can be directly applied to the game through several lines of code.


7. Another major update was made today. The tmx package is added to wjfxgameengine.


        tmxTiledMap = new WTMXTiledMap("test1.tmx");        tmxTiledMap.setLocation(0, 0);        addObject(tmxTiledMap);

A few simple lines of code display the Map edited by the tiled map editor. It supports map parameter object parameters, multi-layer, multi-layer, and multi-layer transparency.


As shown in:


Of course, if I have read my previous articles, I know that this is a map of RPG games I developed with Cocos2d-x. I can directly copy it to use it.

8. The physics package is only a physical engine package. It is also under development and provides the physical effect of simulating the real world. I have already explained how to use the physical engine in javafx.


The tools package will not be explained too much. Mainly some tool classes.


Currently, the progress of the open-source game engine wjfxgameengine Based on javafx is the same. Due to work and other reasons, the progress is not very fast. There are not many code volumes and examples at present, and tests are also required.


So continue to refuel. We hope to make it available soon.


The most recent major update is to add a tmx map.


Reprinted please indicate the source: http://blog.csdn.net/ml3947


 

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