/** * 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; } */ }