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Classic point and click adventure game engine
/*******************************************************************************
* Copyright 2014 Rafael Garcia Moreno.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.bladecoder.engine.actions;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.bladecoder.engine.actions.Param.Type;
import com.bladecoder.engine.assets.EngineAssetManager;
import com.bladecoder.engine.model.BaseActor;
import com.bladecoder.engine.model.CharacterActor;
import com.bladecoder.engine.model.InteractiveActor;
import com.bladecoder.engine.model.VerbRunner;
import com.bladecoder.engine.model.World;
@ActionDescription("Walks to the selected position")
public class GotoAction implements Action {
public enum Align {
CENTER, LEFT, RIGHT
}
@ActionPropertyDescription("The walking actor")
@ActionProperty(type = Type.CHARACTER_ACTOR, required=true)
private String actor;
@ActionPropertyDescription("Walks to this actor")
@ActionProperty(type = Type.ACTOR)
private String target;
@ActionProperty
@ActionPropertyDescription("The absolute position to walk to if no target actor is selected. Relative to target if selected.")
private Vector2 pos;
@ActionProperty(required=true, defaultValue = "false")
@ActionPropertyDescription("Ignore the walking zone and walk in a straight line.")
private boolean ignoreWalkZone = false;
@ActionProperty(required = true, defaultValue = "true")
@ActionPropertyDescription("If this param is 'false' the text is showed and the action continues inmediatly")
private boolean wait = true;
@Override
public boolean run(VerbRunner cb) {
CharacterActor actor = (CharacterActor) World.getInstance().getCurrentScene().getActor(this.actor, false);
float x = actor.getX();
float y = actor.getY();
if (target != null) {
BaseActor target = World.getInstance().getCurrentScene().getActor(this.target, false);
x = target.getX();
y = target.getY();
if(target instanceof InteractiveActor) {
Vector2 refPoint = ((InteractiveActor) target).getRefPoint();
x+= refPoint.x;
y+= refPoint.y;
}
if(pos != null){
float scale = EngineAssetManager.getInstance().getScale();
x += pos.x * scale;
y += pos.y * scale;
}
} else if(pos != null){
float scale = EngineAssetManager.getInstance().getScale();
x = pos.x * scale;
y = pos.y * scale;
}
actor.goTo(new Vector2(x, y), wait ? cb : null, ignoreWalkZone);
return wait;
}
/**
* If 'player' is far from 'actor', we bring it close. If 'player' is closed
* from 'actor' do nothing.
*
* TODO: DOESN'T WORK NOW
*
* @param player
* @param actor
*/
@SuppressWarnings("unused")
private void goNear(CharacterActor player, BaseActor actor, ActionCallback cb) {
Rectangle rdest = actor.getBBox().getBoundingRectangle();
// Vector2 p0 = new Vector2(player.getSprite().getX(),
// player.getSprite().getY());
Vector2 p0 = new Vector2(player.getX(), player.getY());
// calculamos el punto más cercano al objeto
Vector2 p1 = new Vector2(rdest.x, rdest.y); // izquierda
Vector2 p2 = new Vector2(rdest.x + rdest.width, rdest.y); // derecha
Vector2 p3 = new Vector2(rdest.x + rdest.width / 2, rdest.y); // centro
float d1 = p0.dst(p1);
float d2 = p0.dst(p2);
float d3 = p0.dst(p3);
Vector2 pf;
if (d1 < d2 && d1 < d3) {
pf = p1;
} else if (d2 < d1 && d2 < d3) {
pf = p2;
} else {
pf = p3;
}
player.goTo(pf, cb, ignoreWalkZone);
}
}