/**
* 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.engine.gameobjects.events;
import com.google.inject.Inject;
import es.eucm.ead.engine.game.Game;
import es.eucm.ead.engine.gameobjects.effects.ChangeSceneGO;
import es.eucm.ead.model.elements.events.SceneElementEv;
import es.eucm.ead.model.elements.events.enums.SceneElementEvType;
public class SceneElementEvGO extends AbstractEventGO<SceneElementEv> {
private static final String INIT = "init";
private int checks;
private boolean hasAlways;
private boolean inTransition;
@Inject
public SceneElementEvGO(Game game) {
super(game);
}
public void setElement(SceneElementEv ev) {
super.setElement(ev);
checks = 2;
hasAlways = element.getEffectsForEvent(SceneElementEvType.ALWAYS) != null;
inTransition = true;
}
@Override
public void act(float delta) {
if (inTransition) {
inTransition = game.getGameState().getValue(
ChangeSceneGO.IN_TRANSITION, false);
if (inTransition) {
return;
}
}
if (checks >= 0) {
checks--;
}
if (checks == 0) {
boolean init = (Boolean) game.getGameState().getValue(
element.getId(), INIT, false);
if (!init) {
runEffects(element.getEffectsForEvent(SceneElementEvType.INIT));
game.getGameState().setValue(element.getId(), INIT, true);
}
runEffects(element.getEffectsForEvent(SceneElementEvType.ADDED));
}
if (hasAlways)
runEffects(element.getEffectsForEvent(SceneElementEvType.ALWAYS));
}
public void release() {
runEffects(element.getEffectsForEvent(SceneElementEvType.REMOVED));
}
}