/** * 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.EAdShape; import es.eucm.ead.model.assets.drawable.basics.Image; import es.eucm.ead.model.assets.drawable.basics.shapes.CircleShape; import es.eucm.ead.model.assets.drawable.basics.shapes.RectangleShape; import es.eucm.ead.model.elements.effects.AddActorReferenceEf; 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.enums.PhShape; import es.eucm.ead.model.elements.effects.enums.PhType; import es.eucm.ead.model.elements.effects.physics.PhApplyImpulseEf; import es.eucm.ead.model.elements.effects.physics.PhysicsEf; import es.eucm.ead.model.elements.effects.sceneelements.MoveSceneElementEf; import es.eucm.ead.model.elements.effects.text.SpeakEf; 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.MathOp; import es.eucm.ead.model.elements.operations.SystemFields; import es.eucm.ead.model.elements.predef.effects.SpeakSceneElementEf; 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.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.text.EAdString; import es.eucm.ead.model.params.util.Position; import es.eucm.ead.model.params.util.Position.Corner; import es.eucm.ead.techdemo.elementfactories.EAdElementsFactory; import es.eucm.ead.techdemo.elementfactories.scenes.scenes.EmptyScene; /** * Room 2. Shape & Physics scene together. When principal character turns on the fan, the balls fall down and clears * the area for the user to play the puzzle (Drag & Drop and questions) */ public class NgRoom2 extends EmptyScene { private SceneElement ng; private SceneElement door; private SceneElement wallpaper; private SceneElement fan; private SceneElement topFan; public NgRoom2() { NgCommon.init(); setBackground(new SceneElement(new Image("@drawable/ng_room2_bg.png"))); // Set up character's initial position ng = new SceneElement(NgCommon.getMainCharacter()); ng.setPosition(Corner.BOTTOM_CENTER, 715, 515); ng.setScale(0.8f); // Character can talk in the scene SpeakEf effect = new SpeakSceneElementEf(ng, new EAdString("n.56")); EAdElementsFactory.getInstance().getStringFactory().setString( effect.getString(), "Oh... this is getting weird... where the heck am I?"); ng.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, effect); // Area where the character can walk SimpleTrajectory d = new SimpleTrajectory(false); d.setLimits(445, 490, 800, 600); setTrajectoryDefinition(d); // Sets up character's movement 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); createElements(); addElementsInOrder(); } /** * Generates the SceneElements */ private void createElements() { door = new SceneElement(new Image("@drawable/ng_room2_door.png")); door.setPosition(Corner.TOP_LEFT, 615, 165); fan = new SceneElement(new Image("@drawable/ng_room2_fan.png")); fan.setPosition(Corner.TOP_LEFT, 540, 350); topFan = new SceneElement(new Image("@drawable/ng_room2_fan_piece.png")); topFan.setPosition(Corner.CENTER, 582, 402); wallpaper = new SceneElement(new Image( "@drawable/ng_room2_wallpaper.png")); wallpaper.setPosition(Corner.TOP_LEFT, 5, 59); setFan(); } /** * The fan turns on when its clicked or topFan piece is clicked too */ private void setFan() { InterpolationEf interpolation = EAdElementsFactory .getInstance() .getEffectFactory() .getInterpolationEffect( new ElementField(topFan, SceneElement.VAR_ROTATION), 0, (float) (Math.PI * 2.0), 500, InterpolationLoopType.RESTART, InterpolationType.LINEAR); topFan.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, interpolation); int height = 427; // Top fan's vertical position ElementField mouseX = new ElementField(null, "integer"); ElementField mouseY = new ElementField(null, "integer"); ElementField canyonX = new ElementField(topFan, SceneElement.VAR_X); ElementField canyonY = new ElementField(topFan, SceneElement.VAR_Y); // Bullet generation EAdShape circle = new CircleShape(30); circle.setPaint(new LinearGradientFill(ColorFill.TRANSPARENT, ColorFill.TRANSPARENT, 20, 20)); //circle.setPaint(new LinearGradientFill(ColorFill.LIGHT_GRAY, ColorFill.LIGHT_GRAY, 20, 20)); SceneElementDef bullet = new SceneElementDef(circle); PhApplyImpulseEf applyForce = new PhApplyImpulseEf(); applyForce.setForce(new MathOp("([0] - [1]) * 500", mouseX, canyonX), new MathOp("([0] - [1])", mouseY, canyonY)); AddActorReferenceEf addEffect = new AddActorReferenceEf(bullet, new Position(Corner.CENTER, 552, height), applyForce); //interpolation.getNextEffects().add(addEffect); topFan.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, addEffect); } /** * Adds the SceneElements in the correct order */ private void addElementsInOrder() { getSceneElements().add(door); getSceneElements().add(wallpaper); setPhysics(); getSceneElements().add(fan); getSceneElements().add(topFan); getSceneElements().add(ng); } /** * Sets door behavior */ public void setDoor(Scene corridor) { // Principal character moving to the door MoveSceneElementEf move = moveNg(715, 515); door.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, move); move.getNextEffects().add(NgCommon.getLookNorthEffect()); // Define next scene, add next behavior ChangeSceneEf corridorScene = new ChangeSceneEf(); corridorScene.setNextScene(corridor); //((NgCorridor)corridorScene.getNextScene()).getNg().setPosition(NgSceneCreator.getRoom2_x(), NgSceneCreator.getRoom2_y()); move.getNextEffects().add(corridorScene); } /** * Sets the x & y coordinates for moving the ng * @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 setPhysics() { int spotX = 100; int spotY = 300; int desp = 0; PhysicsEf effect = new PhysicsEf(); EAdShape circle = new CircleShape(20); circle.setPaint(new LinearGradientFill(ColorFill.BLACK, new ColorFill( 5, 5, 5), 40, 40)); for (int i = 0; i < 8; i++) { desp += 20; for (int j = 0; j < 10; j++) { SceneElement e = new SceneElement(circle); e.setPosition(new Position(Corner.CENTER, spotX + i * 20 + desp, spotY + j * 20)); getSceneElements().add(e); effect.addSceneElement(e); e.putProperty(PhysicsEf.VAR_PH_TYPE, PhType.DYNAMIC); e.putProperty(PhysicsEf.VAR_PH_RESTITUTION, 0.3f); e.putProperty(PhysicsEf.VAR_PH_SHAPE, PhShape.CIRCULAR); // Ng moving to the selected ball MoveSceneElementEf move = new MoveSceneElementEf(); move.setTargetCoordiantes(SystemFields.MOUSE_SCENE_X, SystemFields.MOUSE_SCENE_Y); e.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, move); } } SceneElementEv event = new SceneElementEv(); event.addEffect(SceneElementEvType.ADDED, effect); addEvent(event); addGround(effect); } protected void addGround(PhysicsEf effect) { RectangleShape groundS = new RectangleShape(799, 1); groundS.setPaint(new LinearGradientFill(ColorFill.TRANSPARENT, ColorFill.TRANSPARENT, 799, 1)); SceneElement ground = new SceneElement(groundS); ground.setPosition(new Position(Corner.CENTER, 400, 575)); effect.addSceneElement(ground); getSceneElements().add(ground); } @Override public String getSceneDescription() { return "A scene with a character moving and talking. Press anywhere in the scene to move the character there. Press on the character to make him talk."; } public String getDemoName() { return "Speak and Move Scene"; } }