/**
* Unsealed: Whispers of Wisdom.
*
* Copyright (C) 2012 - Juan 'Nushio' Rodriguez
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 of
* the License as published by the Free Software Foundation
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
package net.k3rnel.unsealed.story.chapter3;
import static com.badlogic.gdx.scenes.scene2d.actions.Actions.delay;
import static com.badlogic.gdx.scenes.scene2d.actions.Actions.fadeIn;
import static com.badlogic.gdx.scenes.scene2d.actions.Actions.fadeOut;
import static com.badlogic.gdx.scenes.scene2d.actions.Actions.run;
import static com.badlogic.gdx.scenes.scene2d.actions.Actions.sequence;
import net.k3rnel.unsealed.Unsealed;
import net.k3rnel.unsealed.services.MusicManager.UnsealedMusic;
import net.k3rnel.unsealed.story.AbstractChapter;
import net.k3rnel.unsealed.story.MapCharacter;
import net.k3rnel.unsealed.story.characters.Lidia;
import net.k3rnel.unsealed.story.characters.Whisperer;
public class Chapter3_3 extends AbstractChapter {
/**
* Chapter Three: Walled Garden
* @param game
*/
public Chapter3_3(Unsealed game) {
super(game);
mapname="Terrex Mountain";
}
@Override
public void show() {
super.show();
game.getMusicManager().play( UnsealedMusic.MOUNTAIN );
tmpChar = new Lidia(getAtlas());
tmpChar.setPosition(1290,1210);
tmpChar.updateAnimation();
tmpChar.setDirection(MapCharacter.dirUp);
characters.add(tmpChar);
tmpChar = new Whisperer(getAtlas());
tmpChar.setPosition(1290,1260);
tmpChar.updateAnimation();
tmpChar.setDirection(MapCharacter.dirDown);
characters.add(tmpChar);
camera.zoom = 1.0f;
camera.update();
}
@Override
public void render(float delta) {
super.render(delta);
stage.getSpriteBatch().begin();
//This is probably the bestest "Scene Director" ever made.
//Valve should totally hire me.
for(MapCharacter character : characters){
if(character instanceof Lidia){
switch(act){
case 0:
centerCamera(character);
character.getColor().a = 0;
character.setWalking(false);
actions = sequence(fadeIn(0.95f),delay(0.75f),run(new Runnable() {
@Override
public void run() {
setAct(1);
}
}));
character.addAction(actions);
break;
case 1:
dialog.setText("Whisperer: Facing Xios won't be an easy task. \n" +
"Perhaps you should consider practicing your Spellweaving before facing him?");
dialog.setVisible(true);
break;
case 2:
dialog.setText("Lidia: Hmm. You're right. I've noticed that the Terrex always attack in a pattern...\n" +
"If I combine Fire to its thinnest form and tried to made a wall out of it...");
break;
case 3:
dialog.setText("Lidia: Oh, a Thunderwall! That's perfect!");
break;
case 4:
dialog.setText("Lidia spellweaved Thunderwall!");
break;
case 6:
character.setWalking(true);
if(character.getY()<1500){
character.setY(character.getY()+1);
centerCamera(character);
}else{
character.setDirection(MapCharacter.dirLeft);
act = 7;
}
break;
case 7:
if(character.getY()<1700){
character.setY(character.getY()+1);
character.setX(character.getX()-1);
centerCamera(character);
}else{
character.setDirection(MapCharacter.dirUp);
act = 8;
}
break;
case 8:
character.setWalking(true);
if(character.getY()<1900){
character.setY(character.getY()+1);
centerCamera(character);
}else{
character.setWalking(false);
act = 9;
}
break;
case 9:
game.setScreen(new Chapter3_4(game));
break;
// case 2:
// if(character.getX()>1390){
// character.setY(character.getY()+1);
// character.setX(character.getX()-1);
// centerCamera(character);
// }else{
// act = 3;
// }
// break;
// case 3:
// game.setScreen(new Chapter3_2(game));
// break;
}
}
if(character instanceof Whisperer){
switch(act){
case 5:
dialog.setVisible(false);
actions = sequence(fadeOut(0.75f),run(new Runnable() {
@Override
public void run() {
setAct(6);
}
}));
character.addAction(actions);
break;
}
}
character.act(delta);
if(character.isVisible())
character.draw(stage.getSpriteBatch(), 1);
}
stage.getSpriteBatch().end();
if(dialog.isVisible()){
hud.act(delta);
hud.draw();
}
}
}