/**
* 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;
}
}