/**
* 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;
}
}