/**
* 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";
}
}