/** * 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.events; import com.google.inject.Inject; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.gameobjects.effects.ChangeSceneGO; import es.eucm.ead.model.elements.events.SceneElementEv; import es.eucm.ead.model.elements.events.enums.SceneElementEvType; public class SceneElementEvGO extends AbstractEventGO<SceneElementEv> { private static final String INIT = "init"; private int checks; private boolean hasAlways; private boolean inTransition; @Inject public SceneElementEvGO(Game game) { super(game); } public void setElement(SceneElementEv ev) { super.setElement(ev); checks = 2; hasAlways = element.getEffectsForEvent(SceneElementEvType.ALWAYS) != null; inTransition = true; } @Override public void act(float delta) { if (inTransition) { inTransition = game.getGameState().getValue( ChangeSceneGO.IN_TRANSITION, false); if (inTransition) { return; } } if (checks >= 0) { checks--; } if (checks == 0) { boolean init = (Boolean) game.getGameState().getValue( element.getId(), INIT, false); if (!init) { runEffects(element.getEffectsForEvent(SceneElementEvType.INIT)); game.getGameState().setValue(element.getId(), INIT, true); } runEffects(element.getEffectsForEvent(SceneElementEvType.ADDED)); } if (hasAlways) runEffects(element.getEffectsForEvent(SceneElementEvType.ALWAYS)); } public void release() { runEffects(element.getEffectsForEvent(SceneElementEvType.REMOVED)); } }