Android Open Source - Avoidance State Manager






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Back to project page Avoidance.

License

The source code is released under:

GNU General Public License

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Java Source Code

/* 
 * Copyright (c) 2012 Markus Ekstr?m// www . jav  a 2 s  . com
 * 
 * This file is part of Avoidance.
 * 
 * Avoidance 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 3 of the License, or
 * (at your option) any later version.
 *
 * Avoidance 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Avoidance.  If not, see <http://www.gnu.org/licenses/>. 
 *  
 */

package se.chalmers.avoidance.core.states;

import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.beans.PropertyChangeSupport;
import java.util.HashMap;
import java.util.Map;

import org.andengine.engine.Engine;

import se.chalmers.avoidance.constants.EventMessageConstants;

/**
 * A manager for the game's states.
 * 
 * @author Markus Ekstr?m, modified by Florian Minges
 */
public class StateManager implements PropertyChangeListener {
  private Engine engine;
  private Map<StateID, IState> stateMap = new HashMap<StateID, IState>();
  private IState currentState;
  private PropertyChangeSupport pcs;

  /**
   * Constructs a <code>StateManager</code> using the <code>Engine</code>
   * provided.
   * 
   * @param engine
   *            The engine from AndEngine.
   */
  public StateManager(Engine engine) {
    this.engine = engine;
    pcs = new PropertyChangeSupport(this);
  }

  /**
   * Adds a state.
   * 
   * @param stateID
   *            The desired ID of the new state.
   * @param state
   *            The new state.
   */
  public void addState(StateID stateID, IState state) {
    if (stateMap.put(stateID, state) == null) {
      state.addPropertyChangeListener(this);
    }
  }

  /**
   * Removes a state specified by the ID.
   * 
   * @param stateID
   *            The ID of the state to be removed.
   */
  public void removeState(StateID stateID) {
    IState state = stateMap.remove(stateID);
    if (state != null) {
      state.removePropertyChangeListener(this);
    }
  }

  /**
   * Sets the current state to the passed state.
   * 
   * @param stateID
   *            The ID of the state to be set to current.
   */
  public void setState(StateID stateID) {
    if (stateMap.get(stateID) != null) {
      currentState = stateMap.get(stateID);
      engine.setScene(currentState.getScene());
    }
  }

  /**
   * Returns the state associated with the <code>StateID</code> in the
   * parameter.
   * 
   * @param stateID
   *            the states ID
   * @return the state associated with the given <code>StateID</code>
   */
  public IState getState(StateID stateID) {
    return stateMap.get(stateID);
  }

  /**
   * Returns the <code>StateID</code> of the current active state.
   * 
   * @return the <code>StateID</code> of the current active state
   */
  public StateID getActiveStateID() {
    for (StateID id : stateMap.keySet()) {
      if (stateMap.get(id).equals(currentState)) {
        return id;
      }
    }
    return null;
  }

  /**
   * Updates the current state.
   * 
   * @param tpf
   *            Time since last frame.
   */
  public void update(float tpf) {
    currentState.update(tpf);
  }

  /**
   * Reacts if there is to be a state change.
   */
  public void propertyChange(PropertyChangeEvent event) {
    if (event != null && event.getNewValue() != null) {
      if (EventMessageConstants.QUIT_GAME.equals(event.getPropertyName())) {
        pcs.firePropertyChange(event);
      } else if (EventMessageConstants.CHANGE_STATE.equals(event
          .getPropertyName())) {
        setState((StateID) event.getNewValue());
        if (event.getOldValue() == StateID.Game
            && event.getNewValue() == StateID.Highscore) {
          pcs.firePropertyChange(EventMessageConstants.RESTART_GAME,
              null, null);
        }
      }
    }
  }

  /**
   * Adds a listener to this state manager.
   * 
   * @param pcl
   *            the listener to add
   */
  public void addPropertyChangeListener(PropertyChangeListener pcl) {
    pcs.addPropertyChangeListener(pcl);
  }

  /**
   * Removes a listener from this state manager.
   * 
   * @param pcl
   *            the listener to remove
   */
  public void removePropertyChangeListener(PropertyChangeListener pcl) {
    pcs.removePropertyChangeListener(pcl);
  }

}




Java Source Code List

se.chalmers.avoidance.MainActivity.java
se.chalmers.avoidance.constants.EventMessageConstants.java
se.chalmers.avoidance.constants.FileConstants.java
se.chalmers.avoidance.constants.FontConstants.java
se.chalmers.avoidance.constants.GameConstants.java
se.chalmers.avoidance.core.EntityFactory.java
se.chalmers.avoidance.core.collisionhandlers.CollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.EnemyCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.GameOverNotifier.java
se.chalmers.avoidance.core.collisionhandlers.KillplayerobstacleCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.PitobstacleCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.PowerUpCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.WallCollisionHandler.java
se.chalmers.avoidance.core.components.Acceleration.java
se.chalmers.avoidance.core.components.Buff.java
se.chalmers.avoidance.core.components.Friction.java
se.chalmers.avoidance.core.components.Immortal.java
se.chalmers.avoidance.core.components.Jump.java
se.chalmers.avoidance.core.components.Score.java
se.chalmers.avoidance.core.components.Size.java
se.chalmers.avoidance.core.components.Sound.java
se.chalmers.avoidance.core.components.Spatial.java
se.chalmers.avoidance.core.components.Time.java
se.chalmers.avoidance.core.components.Transform.java
se.chalmers.avoidance.core.components.Velocity.java
se.chalmers.avoidance.core.states.GameOverScene.java
se.chalmers.avoidance.core.states.GameState.java
se.chalmers.avoidance.core.states.HighScoreState.java
se.chalmers.avoidance.core.states.IState.java
se.chalmers.avoidance.core.states.MenuState.java
se.chalmers.avoidance.core.states.StateID.java
se.chalmers.avoidance.core.states.StateManager.java
se.chalmers.avoidance.core.systems.CollisionSystem.java
se.chalmers.avoidance.core.systems.EnemyControlSystem.java
se.chalmers.avoidance.core.systems.HudRenderSystem.java
se.chalmers.avoidance.core.systems.PlayerControlSystem.java
se.chalmers.avoidance.core.systems.SoundSystem.java
se.chalmers.avoidance.core.systems.SpatialRenderSystem.java
se.chalmers.avoidance.core.systems.SpawnSystem.java
se.chalmers.avoidance.input.AccelerometerListener.java
se.chalmers.avoidance.input.TouchListener.java
se.chalmers.avoidance.util.AudioManager.java
se.chalmers.avoidance.util.FileUtils.java
se.chalmers.avoidance.util.ScreenResolution.java
se.chalmers.avoidance.util.Utils.java