/**
* 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.legacyplugins.engine.sceneelements;
import com.google.inject.Inject;
import com.gwtent.reflection.client.Reflectable;
import es.eucm.ead.engine.assets.AssetHandler;
import es.eucm.ead.engine.factories.EventFactory;
import es.eucm.ead.engine.factories.SceneElementFactory;
import es.eucm.ead.engine.game.Game;
import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO;
import es.eucm.ead.engine.gameobjects.sceneelements.SceneGO;
import es.eucm.ead.legacyplugins.model.LegacyVars;
import es.eucm.ead.model.elements.operations.SystemFields;
import es.eucm.ead.model.elements.scenes.SceneElement;
/**
* Override standard scene behavior to implement behavior of old scenes
* [GE - Arrows] [GE - Follow]
*/
@Reflectable
public class DynamicSceneGO extends SceneGO {
private boolean firstPerson;
private boolean adjust;
private int sceneWidth;
private int gameWidth;
@Inject
public DynamicSceneGO(AssetHandler assetHandler,
SceneElementFactory sceneElementFactory, Game game,
EventFactory eventFactory) {
super(assetHandler, sceneElementFactory, game, eventFactory);
}
@Override
public void setElement(SceneElement element) {
super.setElement(element);
firstPerson = game.getAdventureModel().getProperty(
LegacyVars.FIRST_PERSON, false);
sceneWidth = element.getProperty(LegacyVars.SCENE_WIDTH, 800);
adjust = sceneWidth > 800;
gameWidth = gameState.getValue(SystemFields.GAME_WIDTH, 800);
}
public void act(float delta) {
super.act(delta);
if (adjust) {
if (firstPerson) {
// [GE - Arrows]
float x = gameState.getValue(SystemFields.MOUSE_X, 0f);
float deltaX = delta * 0.5f;
if (x < sceneWidth * 0.1f && this.getX() < 0) {
this.setX(Math.min(0, this.getRelativeX() + deltaX));
} else if (x > gameWidth * 0.9f
&& this.getX() > gameWidth - sceneWidth) {
this.setX(Math.max(gameWidth - sceneWidth, this
.getRelativeX()
- deltaX));
}
} else {
// [GE - Follow]
SceneElement s = gameState.getValue(
SystemFields.ACTIVE_ELEMENT, (SceneElement) null);
SceneElementGO active = gui.getSceneElement(s);
this.setX(-Math.max(Math.min(sceneWidth - gameWidth,
(int) active.getX() - gameWidth / 2), 0));
}
}
}
}