/** * 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 aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.equations.Linear; import com.badlogic.gdx.Input; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.Event; import com.badlogic.gdx.scenes.scene2d.EventListener; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.google.inject.Inject; import es.eucm.ead.engine.factories.SceneElementFactory; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.game.GameState; import es.eucm.ead.engine.game.interfaces.GUI; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.model.elements.conditions.Condition; import es.eucm.ead.model.elements.conditions.EmptyCond; import es.eucm.ead.model.elements.effects.ActorActionsEf; import es.eucm.ead.model.elements.effects.enums.ChangeActorActions; import es.eucm.ead.model.elements.extra.EAdList; import es.eucm.ead.model.elements.operations.ElementField; import es.eucm.ead.model.elements.operations.SystemFields; import es.eucm.ead.model.elements.scenes.GhostElement; import es.eucm.ead.model.elements.scenes.GroupElement; import es.eucm.ead.model.elements.scenes.SceneElement; import es.eucm.ead.model.elements.scenes.SceneElementDef; import es.eucm.ead.model.params.util.Position.Corner; public class ActorActionsGO extends AbstractEffectGO<ActorActionsEf> implements EventListener { private SceneElementFactory sceneElementFactory; private GUI gui; private SceneElementGO effectsHUD; private SceneElementGO actions; @Inject public ActorActionsGO(SceneElementFactory sceneElementFactory, Game game) { super(game); this.sceneElementFactory = sceneElementFactory; this.gui = game.getGUI(); } public void initialize() { GroupElement rep = getVisualRepresentation(); if (rep != null) { actions = sceneElementFactory.get(getVisualRepresentation()); actions.setInputProcessor(this, false); for (Actor child : actions.getChildren()) { ((SceneElementGO) child).setInputProcessor(this, false); } effectsHUD = gui.getHUD(GUI.EFFECTS_HUD_ID); effectsHUD.addSceneElement(actions); } } @SuppressWarnings("unchecked") protected GroupElement getVisualRepresentation() { if (effect.getChange() == ChangeActorActions.SHOW_ACTIONS) { SceneElementDef ref = effect.getActionElement(); GameState gameState = this.game.getGameState(); if (ref != null) { EAdList<SceneElementDef> list = ref.getProperty( ActorActionsEf.VAR_ACTIONS, null); if (list != null) { float x = gameState .getValue(SystemFields.MOUSE_SCENE_X, 0f); float y = gameState .getValue(SystemFields.MOUSE_SCENE_Y, 0f); int gameWidth = gameState.getValue(SystemFields.GAME_WIDTH, 800); int gameHeight = gameState.getValue( SystemFields.GAME_HEIGHT, 600); float radius = gameHeight / 8; float maxRadius = gameWidth - x < gameHeight - y ? gameWidth - x : gameHeight - y; maxRadius = x < maxRadius ? x : maxRadius; maxRadius = y < maxRadius ? y : maxRadius; radius = Math.min(maxRadius, radius); float signum = -1.0f; if (x < gameWidth - x) { signum = 1.0f; } float accAngle = (float) -Math.PI / 2; if (y < gameHeight - y) { accAngle = -accAngle; } float angle = (float) (Math.PI / 2.5) * signum; GroupElement hud = new GroupElement(); GhostElement bg = new GhostElement(); bg.setCatchAll(true); hud.getSceneElements().add(bg); boolean hasEnableActions = false; for (SceneElementDef a : list) { Condition cond = a.getProperty( ActorActionsEf.VAR_ACTION_COND, EmptyCond.TRUE); if (gameState.evaluate(cond)) { hasEnableActions = true; SceneElement element = new SceneElement(a); element.addProperties(a.getProperties()); element.setPosition(Corner.CENTER, x, y); int targetX = (int) (Math.cos(accAngle) * radius); int targetY = (int) (Math.sin(accAngle) * radius); Tween.to( new ElementField(element, SceneElement.VAR_X), 0, 500.0f) .ease(Linear.INOUT).targetRelative(targetX) .start(this.game.getTweenManager()); Tween.to( new ElementField(element, SceneElement.VAR_Y), 0, 500.0f) .ease(Linear.INOUT).targetRelative(targetY) .start(this.game.getTweenManager()); hud.getSceneElements().add(element); accAngle += angle; } } return hasEnableActions ? hud : null; } } } return null; } @Override public boolean handle(Event event) { if (event instanceof InputEvent) { InputEvent e = (InputEvent) event; if (e.getType() == InputEvent.Type.touchDown && e.getButton() == Input.Buttons.LEFT) { actions.remove(); } } return false; } }