/** * eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the * <e-UCM> research group. * * Copyright 2005-2010 <e-UCM> research group. * * You can access a list of all the contributors to eAdventure at: * http://e-adventure.e-ucm.es/contributors * * <e-UCM> is a research group of the Department of Software Engineering * and Artificial Intelligence at the Complutense University of Madrid * (School of Computer Science). * * C Profesor Jose Garcia Santesmases sn, * 28040 Madrid (Madrid), Spain. * * For more info please visit: <http://e-adventure.e-ucm.es> or * <http://www.e-ucm.es> * * **************************************************************************** * * This file is part of eAdventure, version 2.0 * * eAdventure is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * eAdventure is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with eAdventure. If not, see <http://www.gnu.org/licenses/>. */ package es.eucm.ead.engine.game.interfaces; import com.badlogic.gdx.scenes.scene2d.Event; import com.badlogic.gdx.utils.Array; import es.eucm.ead.engine.factories.EffectFactory; import es.eucm.ead.engine.game.GameState; import es.eucm.ead.engine.gameobjects.effects.EffectGO; import es.eucm.ead.model.elements.effects.Effect; import es.eucm.ead.model.elements.scenes.SceneElement; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import java.util.ArrayList; import java.util.List; public class EffectsHandler { static private Logger logger = LoggerFactory .getLogger(EffectsHandler.class); /** * Effects factory */ private EffectFactory effectFactory; /** * Game state */ private GameState gameState; /** * A list with the current effects */ private List<EffectGO<?>> effects; /** * List with effects listeners */ private Array<EffectsListener> listeners; /** * Auxiliary variable, to avoid new every loop */ private ArrayList<EffectGO<?>> finishedEffects; public EffectsHandler(GameState gameState, EffectFactory effectFactory) { this.effectFactory = effectFactory; this.gameState = gameState; this.listeners = new Array<EffectsListener>(); effects = new ArrayList<EffectGO<?>>(); finishedEffects = new ArrayList<EffectGO<?>>(); listeners = new Array<EffectsListener>(); } public void addEffectListener(EffectsListener l) { listeners.add(l); } /** * Returns a list with all game objects linked to the current effects. * * @return a list with all game objects linked to the current effects. */ public List<EffectGO<?>> getEffects() { return effects; } /** * Adds a new effect to the effects' tail * * @param e * the new effect * @param action * the action that launched the effect * @param parent * scene element who launched the effect * @return the effect game object create from the effect element */ public EffectGO<?> addEffect(Effect e, Event action, SceneElement parent) { if (e != null) { for (EffectsListener l : listeners) { l.effectLaunched(e, action, parent); } if (gameState.evaluate(e.getCondition())) { logger.debug("{} launched", e); EffectGO<?> effectGO = effectFactory.get(e); if (effectGO == null) { logger.warn("No game object for effect {}", e.getClass()); return null; } effectGO.setGUIAction(action); effectGO.setParent(parent); effectGO.initialize(); if (effectGO.isQueueable() && !effectGO.isFinished()) { effects.add(effectGO); } else { effectGO.finish(); effectFactory.remove(effectGO); } return effectGO; } else if (e.isNextEffectsAlways()) { logger.debug("{} discarded. But next effects launched", e); for (Effect ne : e.getNextEffects()) addEffect(ne, null, null); } else { logger.debug("{} discarded", e); } } return null; } /** * Clears all the current effects * * @param persistent * sets if persistent effects should also be deleted */ public void clearEffects(boolean persistent) { for (EffectGO<?> effect : this.getEffects()) { if (!effect.getElement().isPersistent() || persistent) { effect.stop(); } } effects.clear(); logger.debug("Effects cleared"); } public void act(float delta) { // Effects finishedEffects.clear(); boolean block = false; int i = 0; while (i < getEffects().size()) { EffectGO<?> effectGO = effects.get(i); i++; if (block) continue; if (effectGO.isStopped() || effectGO.isFinished()) { finishedEffects.add(effectGO); if (effectGO.isFinished()) effectGO.finish(); } else { if (effectGO.isBlocking()) // If effect is blocking, get out of the loop block = true; effectGO.act(delta); } } // Delete finished effects for (EffectGO<?> e : finishedEffects) { effects.remove(e); effectFactory.remove(e); } } public interface EffectsListener { void effectLaunched(Effect e, Event action, SceneElement parent); } }