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Creating the graphics for an adventure game can take longer than writing the actual game code itself. Lucky, then, that your humble author toyed with an isometric game engine way back in the days of 16-bit consoles. Even luckier, a ready-made palette of isometric game tiles (painstakingly crafted in Deluxe Paint, I recall) survived on an old hard drive (see figure 11.1) ready to be plundered. The graphics are a little retro in appearance but will serve our needs well. Remember, kids, it s good to recycle! The engine we ll use will be constructed in Java and just about functional enough to plug in the JavaFX Script code we want to use with it. Since this is not a Java book, I won t be reproducing the Java source code in full within these pages. Indeed, we won t even be looking at how the engine works; the game engine is a means to an end a sample application we can use as a test bed for our JavaFX Script integration. Instead, we ll focus on the fragments binding JavaFX Script into the Java.
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The majority of the project s Java code is not reproduced in this chapter (this is a JavaFX book, after all!). You can download the full source and the associated graphics files from the book s website. The source is fully annotated; each section relating to working with JavaFX Script is clearly labeled. Try searching for the keyword JavaFX. http://manning.com/JavaFXinAction/
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For the sake of flexibility many video games are developed in two distinct parts. A programmer will build a game engine, which drives the game based on the graphics, sounds, and level/map data the designers feed into it. This data is often created with specially written tools for that particular game engine. It s a process not unlike the programmer/designer workflow we touched on with the Enigma applet project.
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Figure 11.1 A simple Java adventure game engine, using an isometric view. The control panel at the foot of the window, as well as the in-game events, will be written using JavaFX Script.
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Adventures in JavaFX Script
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Our simple Java isometric game engine employs a grid-based map. The game environment is broken up into rooms, and each room is a grid of stacked images, carefully placed to give an isometric 3D effect. Take a look at figure 11.2 for a visual representation of how they are arranged. Unlike the maze we developed previously, the game map isn t hardcoded into the source. A simple data file is used, which the game engine reads to build the map. Obviously, it s not enough for the game s designer to build a static map; she needs to add often quite complex interactions to model the game events. This is when the programmer reaches for a scripting engine.
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Figure 11.2 Each cell in the game environment is created from up to five images: one floor tile, two wall tiles, and two faces that modify one side of a wall tile.
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11.2.1 Game engine events Building lightweight scripting into a game engine allows the game designer the freedom she needs to program the game s story, without hardcoding details into the game application itself. Our game engine uses JavaFX Script as its scripting engine to support three types of game events:
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An event can run whenever the player leaves a given cell. An event can run whenever the player enters a given cell. We can define actions, which the player triggers by standing on a given cell and pressing the spacebar on the keyboard, for example, when the player wants to throw a wall-mounted switch.
Our game engine uses a large text file, which describes each room, including the width and height of its area (in cells), the tile images that appear in each cell, and the door locations connecting rooms. More important, it also includes the event code, written in JavaFX Script. We can see how a part of it might look in listing 11.1.
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