/** * 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.importer.subconverters.actors; import com.google.inject.Inject; import com.google.inject.Singleton; import es.eucm.ead.model.interfaces.features.enums.Orientation; import es.eucm.ead.model.assets.drawable.EAdDrawable; import es.eucm.ead.model.assets.drawable.compounds.StateDrawable; import es.eucm.ead.model.elements.enums.CommonStates; import es.eucm.ead.model.elements.scenes.SceneElementDef; import es.eucm.ead.importer.ModelQuerier; import es.eucm.ead.importer.StringsConverter; import es.eucm.ead.importer.UtilsConverter; import es.eucm.ead.importer.resources.ResourcesConverter; import es.eucm.ead.importer.subconverters.actors.actions.ActionsConverter; import es.eucm.ead.importer.subconverters.conditions.ConditionsConverter; import es.eucm.ead.importer.subconverters.effects.EffectsConverter; import es.eucm.eadventure.common.data.chapter.elements.NPC; import es.eucm.eadventure.common.data.chapter.resources.Resources; @Singleton public class NPCConverter extends ElementConverter { public static final String[] NPC_STATES = { NPC.RESOURCE_TYPE_STAND_UP, NPC.RESOURCE_TYPE_STAND_RIGHT, NPC.RESOURCE_TYPE_STAND_DOWN, NPC.RESOURCE_TYPE_STAND_LEFT, NPC.RESOURCE_TYPE_SPEAK_UP, NPC.RESOURCE_TYPE_SPEAK_RIGHT, NPC.RESOURCE_TYPE_SPEAK_DOWN, NPC.RESOURCE_TYPE_SPEAK_LEFT, NPC.RESOURCE_TYPE_WALK_UP, NPC.RESOURCE_TYPE_WALK_RIGHT, NPC.RESOURCE_TYPE_WALK_DOWN, NPC.RESOURCE_TYPE_WALK_LEFT, NPC.RESOURCE_TYPE_USE_RIGHT, NPC.RESOURCE_TYPE_USE_RIGHT, NPC.RESOURCE_TYPE_USE_LEFT, NPC.RESOURCE_TYPE_USE_LEFT }; public static final String[] NEW_STATES = { CommonStates.DEFAULT.toString(), CommonStates.TALKING.toString(), CommonStates.WALKING.toString(), CommonStates.USING.toString() }; @Inject public NPCConverter(ResourcesConverter resourceConverter, UtilsConverter utilsConverter, ActionsConverter actionsConverter, ModelQuerier modelQuerier, ConditionsConverter conditionsConverter, EffectsConverter effectsConverter, StringsConverter stringsConverter) { super(resourceConverter, utilsConverter, actionsConverter, modelQuerier, conditionsConverter, effectsConverter, stringsConverter); } public SceneElementDef convert(NPC npc) { SceneElementDef def = super.convert(npc); return def; } @Override protected EAdDrawable getDrawable(Resources r, String resourceId) { StateDrawable states = new StateDrawable(); int i = 0; for (String newState : NEW_STATES) { StateDrawable state = new StateDrawable(); for (int j = 0; j < 4; j++) { resourceId = NPC_STATES[i * 4 + j]; EAdDrawable drawable = resourceConverter.getFramesAnimation(r .getAssetPath(resourceId)); Orientation o = Orientation.N; switch (j) { case 0: o = Orientation.N; break; case 1: o = Orientation.E; break; case 2: o = Orientation.S; break; case 3: o = Orientation.W; break; } state.addDrawable(o.toString(), drawable); } EAdDrawable result = utilsConverter.simplifyStateDrawable(state); if (result != null) { states.addDrawable(newState, result); } i++; } return utilsConverter.simplifyStateDrawable(states); } @Override protected String getResourceType() { return NPC.RESOURCE_TYPE_STAND_UP; } }