/** * 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); } } }*/ } }