/** * 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.model.elements.scenes; import es.eucm.ead.model.assets.drawable.EAdDrawable; import es.eucm.ead.model.elements.trajectories.Trajectory; import es.eucm.ead.model.interfaces.Element; import es.eucm.ead.model.interfaces.Param; import es.eucm.ead.model.params.util.Position.Corner; /** * <p> * Default implementation of the {@link Scene} interface * </p> */ @Element public class Scene extends GroupElement { public static final String VAR_TRAJECTORY_DEFINITION = "trajectory_generator"; @Param protected SceneElement background; /** * This property indicates if the game can return to this scene after a * cutscene or similiar */ @Param protected boolean returnable; /** * Default constructor. Creates an completely empty scene */ public Scene() { } /** * Creates a scene with its backgrounds. Sets the position for the scene and the background to 0, 0 (corner top left) * * @param bg the background */ public Scene(SceneElement bg) { background = bg; background.setPosition(Corner.TOP_LEFT, 0, 0); returnable = true; setCenter(Corner.TOP_LEFT); } public Scene(EAdDrawable backgroundDrawable) { this(new SceneElement(backgroundDrawable)); } /** * @return the background element of the scene */ public SceneElement getBackground() { return background; } /** * Sets the scene element representing the background * * @param background the scene element for the background */ public void setBackground(SceneElement background) { this.background = background; } /** * @return true if the game can return to this scene after a cutscene or * similiar */ public boolean getReturnable() { return returnable; } /** * Sets if the game can return to this scene after a cutscene or similar * * @param returnable if the game can return to this scene after a cutscene or * similar */ public void setReturnable(boolean returnable) { this.returnable = returnable; } /** * Sets trajectory for the scene. It's a shortcut for setting {@link Scene#VAR_TRAJECTORY_DEFINITION} property with the trajectory definition * * @param trajectoryDefinition the trajectory definition */ public void setTrajectoryDefinition(Trajectory trajectoryDefinition) { putProperty(VAR_TRAJECTORY_DEFINITION, trajectoryDefinition); } /** * Adds an scene element to the scene * * @param element the element to be added */ public void add(SceneElement element) { this.getSceneElements().add(element); } }