/**
* 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);
}
}