/*
 * The MIT License (MIT)
 *
 * FXGL - JavaFX Game Library
 *
 * Copyright (c) 2015-2016 AlmasB (almaslvl@gmail.com)
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

package s30animation;

import com.almasb.ents.Entity;
import com.almasb.fxgl.app.ApplicationMode;
import com.almasb.fxgl.app.GameApplication;
import com.almasb.fxgl.entity.Entities;
import com.almasb.fxgl.input.UserAction;
import com.almasb.fxgl.settings.GameSettings;
import com.almasb.fxgl.texture.AnimatedTexture;
import javafx.scene.input.KeyCode;
import javafx.util.Duration;

/**
 * Shows how to use sprite sheet animations.
 * Shows how to properly dispose of textures.
 *
 * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
 */
public class AnimationSample2 extends GameApplication {

    @Override
    protected void initSettings(GameSettings settings) {
        settings.setWidth(800);
        settings.setHeight(600);
        settings.setTitle("AnimationSample2");
        settings.setVersion("0.1");
        settings.setFullScreen(false);
        settings.setIntroEnabled(false);
        settings.setMenuEnabled(false);
        settings.setShowFPS(true);
        settings.setApplicationMode(ApplicationMode.DEVELOPER);
    }

    @Override
    protected void initInput() {
        getInput().addAction(new UserAction("Clean") {
            @Override
            protected void onActionBegin() {
                
                if (playerTexture != null) {

                    // when cleaning first remove the entity using the texture
                    getGameWorld().getEntities().forEach(Entity::removeFromWorld);

                    // dispose of the texture
                    playerTexture.dispose();

                    // nullify the reference to texture
                    playerTexture = null;
                }
            }
        }, KeyCode.F);
    }

    private AnimatedTexture playerTexture;

    @Override
    protected void initAssets() {
        playerTexture = getAssetLoader().loadTexture("player.png")
                .toAnimatedTexture(3, Duration.seconds(0.33));
    }

    @Override
    protected void initGame() {
        Entities.builder()
                .at(150, 150)
                .viewFromNode(playerTexture)
                .buildAndAttach(getGameWorld());
    }

    @Override
    protected void initPhysics() {}

    @Override
    protected void initUI() {}

    @Override
    protected void onUpdate(double tpf) {}

    public static void main(String[] args) {
        launch(args);
    }
}

@@ -2408,32 +2408,16 @@
 gin() %7B%0A
-                
 %0A       

check if texture was cleared