/** * 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.gameobjects.effects; import com.badlogic.gdx.scenes.scene2d.Event; import es.eucm.ead.engine.game.Game; import es.eucm.ead.model.elements.effects.Effect; import es.eucm.ead.model.elements.scenes.SceneElement; public abstract class AbstractEffectGO<P extends Effect> implements EffectGO<P> { /** * The game state */ protected Game game; /** * The input action */ protected Event action; /** * Element that launched the effect */ protected SceneElement parent; /** * If the effect has been stopped */ private boolean stopped; /** * The effect */ protected P effect; public AbstractEffectGO(Game game) { this.game = game; } public P getElement() { return effect; } public void setElement(P effect) { this.effect = effect; } @Override public void initialize() { stopped = false; for (Effect e : effect.getSimultaneousEffects()) { game.addEffect(e, action, parent); } } public void act(float delta) { } public boolean isQueueable() { return false; } public boolean isBlocking() { return false; } @Override public boolean isStopped() { return stopped; } public void stop() { stopped = true; } public void finish() { stopped = true; for (Effect e : effect.getNextEffects()) { game.addEffect(e, action, parent); } } public void setGUIAction(Event action) { this.action = action; } public void setParent(SceneElement parent) { this.parent = parent; } public boolean isFinished() { return !isQueueable(); } public void release() { } }