/** * 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.SceneElementGO; import es.eucm.ead.engine.gameobjects.sceneelements.SceneGO; import es.eucm.ead.model.elements.scenes.SceneElement; import es.eucm.ead.model.elements.transitions.ScaleTransition; public class ScaleTransitionGO extends TransitionGO<ScaleTransition> { private boolean growing; private float scale; private float oldX, oldY, oldDispX, oldDispY; @Inject public ScaleTransitionGO(AssetHandler assetHandler, SceneElementFactory gameObjectFactory, Game game, EventFactory eventFactory) { super(assetHandler, gameObjectFactory, game, eventFactory); } public void setElement(SceneElement e) { super.setElement(e); growing = transition.isGrow(); scale = growing ? 0 : 1; } public void transition(SceneGO previousScene, SceneGO nextScene, TransitionListener transitionListener) { super.transition(previousScene, nextScene, transitionListener); addActor(nextScene); nextScene.setZ(transition.isTargetNext() ? 100 : 50); previousScene.setZ(transition.isTargetNext() ? 50 : 100); SceneElementGO scaling = (transition.isTargetNext() ? nextScene : previousScene); oldX = scaling.getX(); oldY = scaling.getY(); oldDispX = scaling.getDispX(); oldDispY = scaling.getDispY(); float centerX = scaling.getCenterX(); float centerY = scaling.getCenterY(); scaling.setDispX(0.5f); scaling.setDispY(0.5f); scaling.setX(centerX); scaling.setY(centerY); } public void act(float delta) { if (nextScene != null) { float step = 1.0f * (delta / (float) transition.getTime()); scale += (growing ? 1 : -1) * step; if (transition.isTargetNext()) { nextScene.setScale(scale); } else { previousScene.setScale(scale); } if ((growing && scale >= 1) || (!growing && scale <= 0)) { previousScene.setScale(1); nextScene.setScale(1); SceneElementGO scaling = (transition.isTargetNext() ? nextScene : previousScene); scaling.setDispX(oldDispX); scaling.setDispY(oldDispY); scaling.setX(oldX); scaling.setY(oldY); super.finish(); } super.act(delta); } } }