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//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/vilya/
//
// This library 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 2.1 of the License, or
// (at your option) any later version.
//
// This library 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 this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

package com.threerings.puzzle.client;

import com.threerings.media.animation.AnimationWaiter;

import com.threerings.puzzle.data.PuzzleObject;

/**
 * An animation waiter to be used with puzzles that want to modify the game object or board in some
 * way after the animations end, and would like to do so in a safe fashion such that their changes
 * aren't unwittingly performed on game data for a subsequent round of the puzzle.
 */
public abstract class PuzzleAnimationWaiter extends AnimationWaiter
{
    /**
     * Constructs a puzzle animation waiter.
     */
    public PuzzleAnimationWaiter (PuzzleObject puzobj)
    {
        _puzobj = puzobj;
        _sessionId = puzobj.sessionId;
    }

    /**
     * Returns whether the puzzle associated with this puzzle animation waiter is still valid.
     */
    public boolean puzzleStillValid ()
    {
        return (_puzobj.isInPlay() && (_sessionId == _puzobj.sessionId));
    }

    @Override
    protected final void allAnimationsFinished ()
    {
        allAnimationsFinished(puzzleStillValid());
    }

    /**
     * Replacement for {@link AnimationWaiter#allAnimationsFinished} that also reports whether the
     * puzzle associated with this animation waiter is still valid.
     */
    protected abstract void allAnimationsFinished (boolean puzStillValid);

    /** The initial session id. */
    protected int _sessionId;

    /** The puzzle object that the animations we're observering want to modify. */
    protected PuzzleObject _puzobj;
}




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