/** * 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.techdemo.elementfactories.scenes.normalguy; import es.eucm.ead.model.assets.drawable.basics.Image; import es.eucm.ead.model.assets.drawable.basics.shapes.RectangleShape; import es.eucm.ead.model.elements.effects.ChangeSceneEf; import es.eucm.ead.model.elements.effects.InterpolationEf; import es.eucm.ead.model.elements.effects.enums.InterpolationLoopType; import es.eucm.ead.model.elements.effects.enums.InterpolationType; import es.eucm.ead.model.elements.effects.physics.PhysicsEf; import es.eucm.ead.model.elements.effects.sceneelements.MoveSceneElementEf; import es.eucm.ead.model.elements.events.SceneElementEv; import es.eucm.ead.model.elements.events.enums.SceneElementEvType; import es.eucm.ead.model.elements.operations.ElementField; import es.eucm.ead.model.elements.operations.SystemFields; import es.eucm.ead.model.elements.scenes.Scene; import es.eucm.ead.model.elements.scenes.SceneElement; import es.eucm.ead.model.elements.scenes.SceneElementDef; import es.eucm.ead.model.elements.trajectories.SimpleTrajectory; import es.eucm.ead.model.elements.transitions.FadeInTransition; import es.eucm.ead.model.params.fills.ColorFill; import es.eucm.ead.model.params.fills.LinearGradientFill; import es.eucm.ead.model.params.guievents.MouseGEv; import es.eucm.ead.model.params.util.Position; import es.eucm.ead.model.params.util.Position.Corner; import es.eucm.ead.techdemo.elementfactories.scenes.scenes.EmptyScene; /** * Final scene. Main character walks out the house and gets freedom */ public class NgFinalRoom extends EmptyScene { private SceneElement house; private SceneElement ng; private SceneElement post; public NgFinalRoom() { init(); } protected void init() { setBackgroundFill(new LinearGradientFill(ColorFill.CYAN, ColorFill.BLUE, 800, 500)); addSky(); // Set up character's initial position ng = new SceneElement(NgCommon.getMainCharacter()); ng.setPosition(Corner.BOTTOM_CENTER, 629, 579); ng.setScale(0.8f); createTrajectory(); MoveSceneElementEf move = new MoveSceneElementEf(); move.setTargetCoordiantes(SystemFields.MOUSE_SCENE_X, SystemFields.MOUSE_SCENE_Y); move.setSceneElement(ng); move.setUseTrajectory(true); getBackground().addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, move); PhysicsEf effect = new PhysicsEf(); SceneElementEv event = new SceneElementEv(); event.addEffect(SceneElementEvType.ADDED, effect); // addEvent(event); getBackground().addBehavior(MouseGEv.MOUSE_ENTERED, effect); addGround(effect); setElements(); addElementsInOrder(); setPost(); } private void createTrajectory() { SimpleTrajectory d = new SimpleTrajectory(false); d.setLimits(50, 575, 630, 580); setTrajectoryDefinition(d); } private void setElements() { house = new SceneElement(new Image("@drawable/ng_finalroom_house.png")); house.setPosition(Corner.BOTTOM_CENTER, 660, 580); post = new SceneElement(new Image("@drawable/ng_finalroom_post.png")); post.setPosition(Corner.BOTTOM_CENTER, 132, 580); } private void addElementsInOrder() { getSceneElements().add(house); getSceneElements().add(post); getSceneElements().add(ng); } public void setHouse(Scene corridor) { // Principal character moving to the house MoveSceneElementEf move = moveNg(630, 300); house.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, move); // Define next scene ChangeSceneEf corridorScene = new ChangeSceneEf(); corridorScene.setNextScene(corridor); move.addNextEffect(corridorScene); } public void setPost() { // The game ends MoveSceneElementEf move = moveNg(132, 580); post.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, move); ChangeSceneEf creditsScene = new ChangeSceneEf(NgSceneCreator .getCredits(), new FadeInTransition(1000)); move.addNextEffect(creditsScene); } /** * Moves ng to x & y coordinates * * @param x * @param y * @return */ private MoveSceneElementEf moveNg(int x, int y) { MoveSceneElementEf move = new MoveSceneElementEf(); move.setSceneElement(ng); move.setTargetCoordiantes(x, y); return move; } private void addSky() { SceneElementDef backgroundDef = getBackground().getDefinition(); backgroundDef.addAsset(SceneElementDef.appearance, new Image( "@drawable/sky.png")); SceneElementEv event = new SceneElementEv(); InterpolationEf effect = new InterpolationEf(new ElementField( getBackground(), SceneElement.VAR_X), 0, -800, 100000, InterpolationLoopType.REVERSE, InterpolationType.LINEAR); event.addEffect(SceneElementEvType.INIT, effect); this.getBackground().addEvent(event); } /** * Creates and adds the scene's ground * * @param effect */ protected void addGround(PhysicsEf effect) { RectangleShape groundS = new RectangleShape(799, 50); groundS.setPaint(new LinearGradientFill(ColorFill.BROWN, ColorFill.DARK_BROWN, 799, 50)); SceneElement ground = new SceneElement(groundS); ground.setPosition(new Position(Corner.CENTER, 400, 575)); // Moves ng over the ground MoveSceneElementEf move = new MoveSceneElementEf(); move.setTargetCoordiantes(SystemFields.MOUSE_SCENE_X, SystemFields.MOUSE_SCENE_Y); move.setSceneElement(ng); move.setUseTrajectory(true); ground.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, move); effect.addSceneElement(ground); getSceneElements().add(ground); } }