/**
* 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.google.inject.Inject;
import es.eucm.ead.engine.game.ValueMap;
import es.eucm.ead.engine.game.Game;
import es.eucm.ead.model.elements.effects.physics.PhApplyImpulseEf;
public class ApplyForceGO extends AbstractEffectGO<PhApplyImpulseEf> {
@Inject
public ApplyForceGO(Game game) {
super(game);
}
@Override
public void initialize() {
super.initialize();
float x = game.getGameState().operate(effect.getXForce());
float y = game.getGameState().operate(effect.getYForce());
ValueMap valueMap = game.getGameState();
Object finalElement = valueMap.maybeDecodeField(effect
.getSceneElement());
/*Body b = valueMap.getValue(finalElement, PhysicsEffectGO.VAR_PH_BODY);
if (b != null) {
b.applyForce(new Vector2(x, y), b.getWorldCenter(), true);
} else {
World w = valueMap.getValue(null, PhysicsEffectGO.VAR_PH_WORLD);
if (w != null) {
valueMap.setValue(finalElement, PhysicsEf.VAR_PH_SHAPE,
PhShape.CIRCULAR);
valueMap.setValue(finalElement, PhysicsEf.VAR_PH_RESTITUTION,
0.3f);
valueMap
.setValue(finalElement, PhysicsEf.VAR_PH_FRICTION, 0.1f);
valueMap.setValue(finalElement, PhysicsEf.VAR_PH_DENSITY, 1.0f);
PhysicsEffectGO.createBody(w, (SceneElement) effect
.getSceneElement(), valueMap);
b = valueMap
.getValue(finalElement, PhysicsEffectGO.VAR_PH_BODY);
if (b != null) {
b.setType(BodyType.DynamicBody);
b.applyForce(new Vector2(x, y), b.getWorldCenter(), true);
}
}
}*/
}
}