//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENE_OBJECT_MOVE_TO_EVENT_H_ #define _SCENE_OBJECT_MOVE_TO_EVENT_H_ #ifndef _SCENE_OBJECT_H_ #include "2d/sceneobject/SceneObject.h" #endif //----------------------------------------------------------------------------- class SceneObjectMoveToEvent : public SimEvent { public: SceneObjectMoveToEvent( const Vector2& targetWorldPoint, const bool autoStop, const bool warpToTarget ) : mAutoStop( autoStop ), mWarpToTarget( warpToTarget ), mTargetWorldPoint( targetWorldPoint ) {} virtual ~SceneObjectMoveToEvent() {} virtual void process(SimObject *object) { // Fetch scene object. SceneObject* pSceneObject = (dynamic_cast(object)); if (pSceneObject == NULL ) return; // Are we auto stopping? if ( mAutoStop ) { // Yes, so reset linear velocity. pSceneObject->setLinearVelocity( Vector2::getZero() ); } // Are we warping to target? if ( mWarpToTarget ) { // Yes, so set position to the target. pSceneObject->setPosition( mTargetWorldPoint ); } // Reset event Id. pSceneObject->mMoveToEventId = 0; // Script callback. Con::executef( object, 2, "onMoveToComplete", mTargetWorldPoint.scriptThis() ); } private: Vector2 mTargetWorldPoint; bool mAutoStop; bool mWarpToTarget; }; #endif // _SCENE_OBJECT_MOVE_TO_EVENT_H_