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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.Gdx;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.bladecoder.engine.BladeEngine;
import com.bladecoder.engine.assets.EngineAssetManager;
import com.bladecoder.engine.model.BaseActor;
import com.bladecoder.engine.model.Scene;
import com.bladecoder.engine.model.VerbRunner;
import com.bladecoder.engine.model.World;
import com.bladecoder.engine.ui.SceneScreen;
import com.bladecoder.engine.ui.UI.Screens;
@ActionDescription("Sets actor position in screen coordinates. This is used to show an actor in the same screen position when the scene has scrolled.")
public class ScreenPositionAction implements Action {
public enum Anchor {
NONE, CENTER, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, TOP, BOTTOM, LEFT, RIGHT
}
@ActionProperty( required = true)
@ActionPropertyDescription("The target actor")
private SceneActorRef actor;
@ActionProperty( required = true)
@ActionPropertyDescription("The position to set")
private Vector2 position;
@ActionProperty(defaultValue = "NONE")
@ActionPropertyDescription("The position can be relative to an anchor.")
private Anchor anchor = Anchor.NONE;
@Override
public boolean run(VerbRunner cb) {
Scene s = actor.getScene();
BaseActor a = s.getActor(actor.getActorId(), true);
if (position != null) {
float scale = EngineAssetManager.getInstance().getScale();
Viewport viewport = ((SceneScreen)BladeEngine.getAppUI().getScreen(Screens.SCENE_SCREEN)).getViewport();
Vector3 v = new Vector3(position.x * scale, position.y * scale, 0);
if(anchor == Anchor.CENTER) {
v.x += viewport.getWorldWidth() / 2;
v.y += viewport.getWorldHeight() / 2;
} else if(anchor == Anchor.TOP_LEFT) {
v.x += 0;
v.y += viewport.getWorldHeight();
} else if(anchor == Anchor.TOP_RIGHT) {
v.x += viewport.getWorldWidth();
v.y += viewport.getWorldHeight();
} else if(anchor == Anchor.BOTTOM_RIGHT) {
v.x += viewport.getWorldWidth();
v.y += 0;
} else if(anchor == Anchor.BOTTOM_LEFT) {
v.x += 0;
v.y += 0;
} else if(anchor == Anchor.TOP) {
v.x += viewport.getWorldWidth() / 2;
v.y += viewport.getWorldHeight();
} else if(anchor == Anchor.BOTTOM) {
v.x += viewport.getWorldWidth() / 2;
v.y += 0;
} else if(anchor == Anchor.LEFT) {
v.x += 0;
v.y += viewport.getWorldHeight() / 2;
} else if(anchor == Anchor.RIGHT) {
v.x += viewport.getWorldWidth();
v.y += viewport.getWorldHeight() / 2;
}
// viewport.project(v);
v.x *= viewport.getScreenWidth() / viewport.getWorldWidth();
v.y *= viewport.getScreenHeight() / viewport.getWorldHeight();
// v.y = viewport.getScreenHeight() - v.y;
v.y = Gdx.graphics.getHeight() - v.y;
World.getInstance().getCurrentScene().getCamera().
unproject(v, 0, 0,
viewport.getScreenWidth(), viewport.getScreenHeight());
a.setPosition(v.x, v.y);
}
return false;
}
}