Java Reference
In-Depth Information
Listing 6-5. Main.fx (partial)
function fallingBalls():Void{
reset();
addWorldNode(Ball{translateX: 128, translateY: 50});
addWorldNode(Ball{translateX: 128+32*1, translateY: 50});
addWorldNode(Ball{translateX: 128+32*2, translateY: 50});
addWorldNode(Ball{translateX: 128+32*3, translateY: 50});
addWorldNode(Ball{translateX: 128+32*4, translateY: 50});
addWorldNode(Ball{translateX: 128+32*5, translateY: 50});
addWorldNode(Ball{translateX: 128+32*6, translateY: 50});
addWorldNode(Ball{translateX: 128+32*7, translateY: 50});
addWorldNode(Ball{translateX: 128+32*8, translateY: 50});
addWorldNode(Ball{translateX: 128+32*9, translateY: 50});
addWorldNode(Ball{translateX: 128+32*10, translateY: 50});
addWorldNode(Ball{translateX: 128+32*11, translateY: 50});
addWorldNode(Ball{translateX: 128+32*12, translateY: 50});
addWorldNode(Wall{width: 100, height: 16, translateY: 200, translateX: 128, rotate: 45});
addWorldNode(Wall{width: 100, height: 16, translateY: 200, translateX: 128*2, rotate: -45});
addWorldNode(Wall{width: 100, height: 16, translateY: 220, translateX: 128*3, rotate: 45});
addWorldNode(Wall{width: 100, height: 16, translateY: 180, translateX: 128*4, rotate: -45});
addWorldNode(Wall{width: 500, height: 16, translateY: 350, translateX: 350, rotate: -20});
}
The code in Listing 6-5 adds a number of balls to the scene, as well as a number of walls. Once this
animation starts, it will look like the screenshot in Figure 6-3, in which a number of balls are falling onto
walls placed about the scene. What starts out orderly quickly turns into a complex and dynamic
animation.
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