/**
* 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.elements.effects.ChangeSceneEf;
import es.eucm.ead.model.elements.effects.sceneelements.MoveSceneElementEf;
import es.eucm.ead.model.elements.effects.text.SpeakEf;
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.trajectories.SimpleTrajectory;
import es.eucm.ead.model.elements.transitions.FadeInTransition;
import es.eucm.ead.model.params.guievents.MouseGEv;
import es.eucm.ead.model.params.text.EAdString;
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;
public class NgRoom3 extends EmptyScene {
private SceneElement ng;
private SceneElement door;
private SceneElement evil_ng;
public NgRoom3() {
NgCommon.init();
setBackground(new SceneElement(new Image("@drawable/ng_room3_bg.png")));
// Set up character's initial position
ng = new SceneElement(NgCommon.getMainCharacter());
ng.setPosition(Corner.BOTTOM_CENTER, 150, 525);
ng.setScale(0.8f);
// Character can talk in the scene
SpeakEf effect = new SpeakSceneElementEf(ng, new EAdString("n.001"));
EAdElementsFactory
.getInstance()
.getStringFactory()
.setString(effect.getString(),
"There's a strange man over there... I will ask him who is he and where I am");
effect.getNextEffects().add(NgCommon.getLookSouthEffect());
ng.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, effect);
// Area where the character can walk
SimpleTrajectory d = new SimpleTrajectory(false);
d.setLimits(145, 495, 750, 550);
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();
setEvilGuy();
}
/**
* Generates the SceneElements
*/
private void createElements() {
door = new SceneElement(new Image("@drawable/ng_room3_door.png"));
door.setPosition(Corner.BOTTOM_CENTER, 86, 530);
evil_ng = new SceneElement(
new Image("@drawable/evil_man_stand_s_1.png"));
evil_ng.setScale(0.9f);
evil_ng.setPosition(Corner.BOTTOM_CENTER, 660, 510);
}
/**
* Adds the SceneElements in the correct order
*/
private void addElementsInOrder() {
getSceneElements().add(door);
getSceneElements().add(evil_ng);
getSceneElements().add(ng);
}
/**
* Sets door behavior
*/
public void setDoor(Scene corridor) {
ChangeSceneEf goToPreviousScene = new ChangeSceneEf(corridor,
new FadeInTransition(1000));
door.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, goToPreviousScene);
}
/**
* The evil guy drives to the user to a Quiz game
*/
private void setEvilGuy() {
// MoveSceneElementEf move = moveNg(560, 510);
SpeakSceneElementEf speech = new SpeakSceneElementEf(evil_ng,
new EAdString("n.78"));
ChangeSceneEf changeScene = new ChangeSceneEf(new NgQuiz(),
new FadeInTransition(1000));
// move.getNextEffects().add(speech);
speech.getNextEffects().add(changeScene);
evil_ng.addBehavior(MouseGEv.MOUSE_LEFT_PRESSED, speech);
}
/**
* 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.setId("move"); move.setSceneElement(ng);
* move.setTargetCoordiantes(x, y); return move; }
*/
}