Game Development Reference
In-Depth Information
top , bottom , left , and right offset distances. The Insets method is in fact overloaded,
so you can specify an equidistant inset or a customized inset, using the following code:
Insets(double topRightBottomLeft )
Insets(double top , double right , double bottom , double
left )
The Bounds class is a public abstract class and will never be an object, but instead
is a blueprint for creating Node boundary classes, such as its BoundingBox subclass.
The Bounds superclass also allows a negative value, which is used to indicate that a
bounding area is empty (think of it as null , or unused ). A BoundingBox class uses the
following (overloaded) constructor methods to create a 2D (first constructor) or 3D
(second constructor) BoundingBox object:
BoundingBox(double minX , double minY , double width ,
double height )
BoundingBox(double minX , double minY , double minZ , double
width , double height , double depth )
Next, let's take a look at Event and ActionEvent processing in JavaFX, as this will
add interactivity to your games.
JavaFX Input Control for Games: Using javafx.event
Classes
Because games are interactive by their very nature, let's take a look at the javafx.event
package next; it provides us with the Event superclass and its ActionEvent subclass,
for handling ACTION events, such as UI element use and animation KeyFrame pro-
cessing. Because you are going to be using ActionEvent in your JavaFX games (applic-
ations), I am describing its class inheritance hierarchy here, as this will show you the
origins of the Event class as well:
Java.lang.Object
> java.util.EventObject
> javafx.event.Event
> javafx.event. ActionEvent
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