/** * 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.trajectories; import java.util.List; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.model.elements.trajectories.Trajectory; import es.eucm.ead.engine.gameobjects.GameObject; /** * General interface for trajectories generators. Trajectories are build from a * {@link es.eucm.ead.model.elements.trajectories.Trajectory} * * * @param <T> * the class of the trajectory definition */ public interface TrajectoryGO<T extends Trajectory> extends GameObject<T> { /*** * Sets the attributes for the trajectory * * @param movingElement * the moving element * @param destinationX * destination coordinate x * @param destinationY * destination coordinate y * @param target * the target element trying to reach (it could be {@code null} */ void set(SceneElementGO movingElement, float destinationX, float destinationY, SceneElementGO target); /** * Returns true when the trajectory is completed * * @return */ boolean isDone(); /** * Returns true if the moving element has reached the target (if any). It * also returns true if no target is set * * @return */ boolean isReachedTarget(); /** * Returns the current calculated path * * @return */ List<Float> getCurrentPath(); }