/** * 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.tracking; import com.badlogic.gdx.scenes.scene2d.Event; import es.eucm.ead.engine.gameobjects.effects.EffectGO; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.model.elements.AdventureGame; /** * General interface for game engine trackers. Methods defined by this interface * can be extended if required */ public interface GameTracker { /** * Starts the tracking * * @param model the game model to be tracked */ void startTracking(AdventureGame model); /** * Tracks an input action executed over the target * * @param action the performed action * @param target the game object receiving the action */ void input(Event action, SceneElementGO target); /** * Tracks a launched effect * * @param effect the launched effect */ void effect(EffectGO<?> effect); /** * A phase starts * * @param phaseId the phase id */ void phaseStart(String phaseId); /** * A phase ends * * @param phaseId the phase id */ void phaseEnd(String phaseId); /** * A variable has been updated * * @param varId variable id * @param newValue new value for the variable */ void varUpdate(String varId, Object newValue); /** * The game has ended */ void gameEnd(); /** * @return Returns if it is currently sending tracking data */ boolean isTracking(); /** * Stops the tracking */ void stop(); }