/** * 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.sceneelements.transitions; import com.google.inject.Inject; import es.eucm.ead.engine.assets.AssetHandler; import es.eucm.ead.engine.factories.EventFactory; import es.eucm.ead.engine.factories.SceneElementFactory; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.gameobjects.sceneelements.SceneGO; import es.eucm.ead.model.elements.transitions.FadeInTransition; public class FadeInTransitionGO extends TransitionGO<FadeInTransition> { private float sceneAlpha; private int currentTime; @Inject public FadeInTransitionGO(AssetHandler assetHandler, SceneElementFactory gameObjectFactory, Game game, EventFactory eventFactory) { super(assetHandler, gameObjectFactory, game, eventFactory); currentTime = 0; } public void act(float delta) { if (nextScene != null) { currentTime += delta; sceneAlpha = (float) currentTime / (float) transition.getTime(); nextScene.setAlpha(sceneAlpha); } if (currentTime >= transition.getTime()) { nextScene.setAlpha(1.0f); super.finish(); } else { super.act(delta); } } @Override public void transition(SceneGO previousScene, SceneGO nextScene, TransitionListener l) { super.transition(previousScene, nextScene, l); logger.debug("Fade in transition during {}", transition.getTime()); currentTime = 0; sceneAlpha = 0; nextScene.setAlpha(0); nextScene.setPosition(0, 0); addSceneElement(previousScene); addSceneElement(nextScene); previousScene.setZ(0); nextScene.setZ(100); } }