/**
* 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.model.elements.events.TimedEv;
import es.eucm.ead.model.elements.events.enums.TimedEvType;
public class TimedEvGO extends AbstractEventGO<TimedEv> {
private int elapsedTime;
private int repeats;
@Inject
public TimedEvGO(Game game) {
super(game);
}
@Override
public void initialize() {
super.initialize();
elapsedTime = 0;
repeats = element.getRepeats();
}
@Override
public void act(float delta) {
if (repeats != 0) {
if (elapsedTime == 0) {
this.runEffects(element
.getEffectsForEvent(TimedEvType.START_TIME));
}
elapsedTime += game.getSkippedMilliseconds();
if (elapsedTime > element.getTime()) {
this.runEffects(element
.getEffectsForEvent(TimedEvType.END_TIME));
elapsedTime = 0;
repeats--;
}
}
}
}