/**
* 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() {
}
}