/** * 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.gameobjects.GameObject; import es.eucm.ead.model.elements.effects.Effect; import es.eucm.ead.model.elements.scenes.SceneElement; public interface EffectGO<P extends Effect> extends GameObject<P> { /** * Sets the gui action that launched this effect * * @param gui * the gui action */ void setGUIAction(Event gui); /** * Sets the element launching the effect * * @param parent */ void setParent(SceneElement parent); /** * Initializes the effect game object */ void initialize(); /** * Returns {@code true} when the effect is finished * * @return {@code true} when the effect is finished */ boolean isFinished(); /** * Returns {@code true} if this effect blocks the next effects until this * one is finished * * @return {@code true} if this effect blocks the next effects until this * one is finished */ boolean isBlocking(); /** * Ends the effect normally */ void finish(); /** * Stops the effect. Right after calling this method, * {@link EffectGO#isStopped()} will return {@code true}. Use this method to * end the effect in abnormal circumstances (to avoid the execution of the * final effects, for example) */ void stop(); /** * Returns if the effect has been stopped by an external element * * @return */ boolean isStopped(); /** * Returns if this effects takes more than one tick to execute * * @return */ boolean isQueueable(); }