Package games.stendhal.client.gui.j2d.entity

Source Code of games.stendhal.client.gui.j2d.entity.Door2DView

/* $Id: Door2DView.java,v 1.32 2011/01/05 18:17:27 kiheru Exp $ */
/***************************************************************************
*                   (C) Copyright 2003-2010 - Stendhal                    *
***************************************************************************
***************************************************************************
*                                                                         *
*   This program is free software; you can redistribute it and/or modify  *
*   it under the terms of the GNU General Public License as published by  *
*   the Free Software Foundation; either version 2 of the License, or     *
*   (at your option) any later version.                                   *
*                                                                         *
***************************************************************************/
package games.stendhal.client.gui.j2d.entity;

import games.stendhal.client.IGameScreen;
import games.stendhal.client.entity.ActionType;
import games.stendhal.client.entity.Door;
import games.stendhal.client.entity.IEntity;
import games.stendhal.client.gui.styled.cursor.StendhalCursor;
import games.stendhal.client.sprite.Sprite;
import games.stendhal.client.sprite.SpriteStore;

import java.util.List;
import java.util.Map;

/**
* The 2D view of a door.
*/
class Door2DView extends StateEntity2DView {
  /*
   * The closed state.
   */
  protected static final String STATE_CLOSED = "close";

  /*
   * The open state.
   */
  protected static final String STATE_OPEN = "open";

  /*
   * The drawn width.
   */
  protected int width;

  /*
   * The drawn height.
   */
  protected int height;

  /**
   * Create a 2D view of a door.
   */
  public Door2DView() {
 

    width = IGameScreen.SIZE_UNIT_PIXELS;
    height = IGameScreen.SIZE_UNIT_PIXELS;
  }

  //
  // StateEntity2DView
  //

  /**
   * Populate named state sprites.
   *
   * @param map
   *            The map to populate.
   */
  @Override
  protected void buildSprites(IEntity entity, final Map<Object, Sprite> map) {
    final String name = entity.getEntityClass();

    final SpriteStore store = SpriteStore.get();

    if (name == null) {
      width = IGameScreen.SIZE_UNIT_PIXELS;
      height = IGameScreen.SIZE_UNIT_PIXELS;

      final Sprite emptySprite = store.getEmptySprite(width, height);

      map.put(STATE_OPEN, emptySprite);
      map.put(STATE_CLOSED, emptySprite);
    } else {
      final Sprite tiles = store.getSprite(translate(name));

      width = tiles.getWidth();
      height = tiles.getHeight() / 2;

      map.put(STATE_OPEN, store.getTile(tiles, 0, 0, width, height));
      map.put(STATE_CLOSED, store
          .getTile(tiles, 0, height, width, height));
    }

    calculateOffset(entity, width, height);
  }

  /**
   * Get the current entity state.
   *
   * @param entity
   * @return The current state.
   */
  @Override
  protected Object getState(IEntity entity) {
    if (((Door) entity).isOpen()) {
      return STATE_OPEN;
    } else {
      return STATE_CLOSED;
    }
  }

  //
  // Entity2DView
  //

  /**
   * Build a list of entity specific actions. <strong>NOTE: The first entry
   * should be the default.</strong>
   *
   * @param list
   *            The list to populate.
   */
  @Override
  protected void buildActions(final List<String> list) {
    super.buildActions(list);

    Door door = (Door) entity;
    if (door != null && door.isOpen()) {
      list.add(ActionType.CLOSE.getRepresentation());
    } else {
      list.add(ActionType.OPEN.getRepresentation());

    }
  }

  /**
   * Get the height.
   *
   * @return The height (in pixels).
   */
  @Override
  public int getHeight() {
    return height;
  }

  /**
   * Get the width.
   *
   * @return The width (in pixels).
   */
  @Override
  public int getWidth() {
    return width;
  }

  /**
   * Determines on top of which other entities this entity should be drawn.
   * Entities with a high Z index will be drawn on top of ones with a lower Z
   * index.
   *
   * Also, players can only interact with the topmost entity.
   *
   * @return The drawing index.
   */
  @Override
  public int getZIndex() {
    return 5000;
  }

  /**
   * Translate a resource name into it's sprite image path.
   *
   * @param name
   *            The resource name.
   *
   * @return The full resource name.
   */
  @Override
  protected String translate(final String name) {
    return "data/sprites/doors/" + name + ".png";
  }

  //
  // EntityChangeListener
  //

  /**
   * An entity was changed.
   *
   * @param entity
   *            The entity that was changed.
   * @param property
   *            The property identifier.
   */
  @Override
  public void entityChanged(final IEntity entity, final Object property) {
    super.entityChanged(entity, property);

    if (property == IEntity.PROP_CLASS) {
      representationChanged = true;
    } else if (property == Door.PROP_OPEN) {
      proceedChangedState(entity);
    }
  }

  //
  // EntityView
  //

  /**
   * Perform an action.
   *
   * @param at
   *            The action.
   */
  @Override
  public void onAction(final ActionType at) {
    if (isReleased()) {
      return;
    }
    switch (at) {
    case OPEN:
    case CLOSE:
      at.send(at.fillTargetInfo(entity.getRPObject()));
      break;

    default:
      super.onAction(at);
      break;
    }
  }


  @Override
  public boolean isInteractive() {
    return ((Door) entity).isUseable();
  }

  @Override
  public StendhalCursor getCursor() {
    if (isInteractive()) {
      return StendhalCursor.ACTIVITY;
    } else {
      return StendhalCursor.PORTAL;
    }
  }

}
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