/** * 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.simple; import com.google.inject.Inject; import es.eucm.ead.engine.factories.SceneElementFactory; import es.eucm.ead.engine.game.GameState; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.engine.gameobjects.trajectories.AbstractTrajectoryGO; import es.eucm.ead.model.interfaces.features.enums.Orientation; import es.eucm.ead.model.elements.enums.CommonStates; import es.eucm.ead.model.elements.trajectories.SimpleTrajectory; public class SimpleTrajectoryGO extends AbstractTrajectoryGO<SimpleTrajectory> { // We want to move 800px every 4 seconds private static final int TIME_PER_UNIT = 8000 / 800; private float totalTime; private float currentTime; private float startX; private float startY; private float diffX; private float diffY; @Inject public SimpleTrajectoryGO(GameState gameState, SceneElementFactory sceneElementFactory) { super(gameState, sceneElementFactory); } public void set(SceneElementGO movingElement, float destinationX, float destinationY, SceneElementGO target) { super.set(movingElement, destinationX, destinationY, target); startX = movingElement.getX(); startY = movingElement.getY(); if (trajectory.isOnlyHorizontal()) { this.destinationY = startY; } if (!trajectory.isFreeWalk()) { this.destinationX = Math.min(trajectory.getRight(), Math.max( trajectory.getLeft(), this.destinationX)); if (!trajectory.isOnlyHorizontal()) { this.destinationY = Math.max(trajectory.getTop(), Math.min( trajectory.getBottom(), this.destinationY)); } } diffX = this.destinationX - startX; diffY = this.destinationY - startY; float distance = (float) Math.sqrt(diffX * diffX + diffY * diffY); totalTime = distance * TIME_PER_UNIT; currentTime = 0; // If it's really going to move... if (Math.abs(diffX) > 0.1f || Math.abs(diffY) > 0.1f) { movingElement.setState(CommonStates.WALKING.toString()); if (Math.abs(diffX) > Math.abs(diffY)) { if (diffX > 0) { movingElement.setOrientation(Orientation.E); } else { movingElement.setOrientation(Orientation.W); } } else { if (diffY > 0) { movingElement.setOrientation(Orientation.S); } else { movingElement.setOrientation(Orientation.N); } } } currentPath.clear(); currentPath.add(startX); currentPath.add(startY); currentPath.add(this.destinationX); currentPath.add(this.destinationY); } @Override public void act(float delta) { movingElement = sceneElementFactory.get(sceneElement); currentTime += delta; float x = (currentTime / totalTime) * diffX; float y = (currentTime / totalTime) * diffY; movingElement.setX(startX + x); movingElement.setY(startY + y); if (currentTime >= totalTime) { movingElement.setState(CommonStates.DEFAULT.toString()); } } @Override public boolean isDone() { return currentTime >= totalTime; } @Override public boolean isReachedTarget() { if (target == null) { return true; } float diffX = target.getCenterX() - movingElement.getCenterX(); float diffY = target.getCenterY() - movingElement.getCenterY(); return Math.sqrt(diffX * diffX + diffY * diffY) <= trajectory .getDistanceToTarget(); } }