/** * 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.factories.SceneElementFactory; import es.eucm.ead.engine.factories.TrajectoryFactory; 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.effects.sceneelement.SceneElementEffectGO; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.engine.gameobjects.trajectories.TrajectoryGO; import es.eucm.ead.model.elements.effects.sceneelements.MoveSceneElementEf; import es.eucm.ead.model.elements.enums.CommonStates; import es.eucm.ead.model.elements.scenes.Scene; import es.eucm.ead.model.elements.scenes.SceneElement; import es.eucm.ead.model.elements.trajectories.SimpleTrajectory; import es.eucm.ead.model.elements.trajectories.Trajectory; /** * Game object for {@link MoveSceneElementEf} effect * * */ public class MoveSceneElementGO extends SceneElementEffectGO<MoveSceneElementEf> { public static final String VAR_ELEMENT_MOVING = "element_moving"; private static final Trajectory DEFAULT_TRAJECTORY = new SimpleTrajectory(); private TrajectoryFactory trajectoryFactory; private SceneElementFactory sceneElementFactory; private GUI gui; private TrajectoryGO<? extends Trajectory> trajectory; private boolean cancelMovement; @Inject public MoveSceneElementGO(Game game, SceneElementFactory sceneElementFactory, TrajectoryFactory trajectoryFactory, GUI gui) { super(game); this.trajectoryFactory = trajectoryFactory; this.sceneElementFactory = sceneElementFactory; this.gui = gui; } @Override public void initialize() { super.initialize(); GameState gameState = this.game.getGameState(); float endX = 0; float endY = 0; cancelMovement = false; SceneElementGO movingElement = sceneElementFactory.get(sceneElement); if (effect.getXtarget() != null && effect.getYtarget() != null) { endX = gameState.operate(effect.getXtarget()); endY = gameState.operate(effect.getYtarget()); } else if (effect.getTargetSceneElement() != null) { endX = gameState.getValue(effect.getTargetSceneElement(), SceneElement.VAR_X, 0f); endY = gameState.getValue(effect.getTargetSceneElement(), SceneElement.VAR_Y, 0f); float width = movingElement.getWidth(); float height = movingElement.getHeight(); float dispX = movingElement.getDispX(); float dispY = movingElement.getDispY(); float centerX = dispX * width - width / 2; float centerY = dispY * height - height / 2; endX -= centerX; endY -= centerY; } else { cancelMovement = true; } if (!cancelMovement) { Trajectory d = DEFAULT_TRAJECTORY; if (effect.isUseTrajectory()) { Trajectory sceneTrajectory = gameState.getValue(gui.getScene() .getElement(), Scene.VAR_TRAJECTORY_DEFINITION, null); if (sceneTrajectory != null) { d = sceneTrajectory; } } trajectory = trajectoryFactory.get(d); trajectory.set(movingElement, endX, endY, sceneElementFactory .get(effect.getTargetSceneElement())); } // Check if the element is controlled by other move scene effect MoveSceneElementGO go = (MoveSceneElementGO) gameState.getValue( sceneElement.getId(), VAR_ELEMENT_MOVING, null); if (go != null) { go.stop(); } if (!cancelMovement) { gameState.setValue(sceneElement.getId(), VAR_ELEMENT_MOVING, this); } } @Override public boolean isFinished() { return cancelMovement || trajectory.isDone(); } @Override public void act(float delta) { trajectory.act(delta); } public void finish() { if ((!cancelMovement && trajectory.isReachedTarget()) || !this.effect.isUseTrajectory()) { super.finish(); } game.getGameState().setValue(sceneElement.getId(), VAR_ELEMENT_MOVING, null); if (trajectory != null) { // trajectoryFactory.remove(trajectory); } } public void stop() { super.stop(); game.getGameState().setValue(sceneElement, SceneElement.VAR_STATE, CommonStates.DEFAULT.toString()); game.getGameState().setValue(sceneElement.getId(), VAR_ELEMENT_MOVING, null); if (trajectory != null) { // trajectoryFactory.remove(trajectory); } } public boolean isQueueable() { return true; } }