/** * 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 com.badlogic.gdx.scenes.scene2d.EventListener; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.google.inject.Inject; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.game.interfaces.GUI; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.model.elements.effects.timedevents.WaitEf; import es.eucm.ead.model.elements.scenes.GhostElement; public class WaitGO extends AbstractEffectGO<WaitEf> implements EventListener { private GhostElement e; private int time; private GUI gui; private SceneElementGO eGO; @Inject public WaitGO(Game game) { super(game); this.gui = game.getGUI(); e = new GhostElement(); e.setCatchAll(true); } @Override public void initialize() { super.initialize(); if (effect.isWaitUntilClick() || effect.isBlockInput()) { time = effect.isWaitUntilClick() ? 1 : effect.getTime(); SceneElementGO go = gui.getHUD(GUI.EFFECTS_HUD_ID); eGO = go.addSceneElement(e); eGO.setInputProcessor(this, false); } else { time = effect.getTime(); } } public void act(float delta) { if (!effect.isWaitUntilClick()) { time -= delta; } } @Override public boolean isFinished() { return time <= 0; } public void finish() { if (eGO != null) eGO.remove(); super.finish(); } public boolean isQueueable() { return true; } @Override public boolean handle(Event event) { if (event instanceof InputEvent) { InputEvent i = (InputEvent) event; event.cancel(); if (i.getType() == InputEvent.Type.touchDown && effect.isWaitUntilClick()) { time = 0; return true; } } return false; } }