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EventSystem.pde
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342 lines (275 loc) · 10.4 KB
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//=========================================================================================================
// Author: David Hanna
//
// A collection of modules that comprise a re-usable game event system.
//=========================================================================================================
//----------------------------------------------------------------
// INTERFACE
//----------------------------------------------------------------
// The supported types of events. When adding a new event type, also add to the
// EventManager constructor a new collection for the type.
enum EventType
{
// Key pressed events.
UP_BUTTON_PRESSED,
LEFT_BUTTON_PRESSED,
RIGHT_BUTTON_PRESSED,
DOWN_BUTTON_PRESSED,
SPACEBAR_PRESSED,
ESCAPE_PRESSED,
// Key released events.
UP_BUTTON_RELEASED,
LEFT_BUTTON_RELEASED,
RIGHT_BUTTON_RELEASED,
COIN_COLLECTED,
UPDATE_SCORE,
MUSIC_RESTART,
// Mouse clicked events.
MOUSE_PRESSED,
MOUSE_CLICKED,
MOUSE_DRAGGED,
MOUSE_RELEASED,
MOUSE_MOVED,
// Button clicked events.
BUTTON_CLICKED,
SLIDER_DRAGGED,
SLIDER_RELEASED,
GAME_OVER,
DESTROY_COIN,
LEVEL_UP,
PLATFORM_LEVEL_UP,
//Events Associated with the Bonus Fitts Law Level
PUSH_BONUS,
FINISH_BONUS,
BONUS_COINS_COLLECTED,
THROUGH_PLATFORM_GAP,
// Events associated with the calibrate screen
CALIBRATE_SUCCESS,
CALIBRATE_FAILURE,
COUNTDOWN_UPDATE,
PLAYER_CURRENT_SPEED,
PLAYER_PLATFORM_COLLISION,
PLAYER_GROUND_COLLISION,
MODAL_HOVER,
MODAL_OFF,
PLAYER_PLATFORM_EXIT,
PLAYER_BREAK_PLATFORM_COLLISION,
PLAYER_BREAK_PLATFORM_EXIT,
PLAYER_BREAK_PLATFORM_FALL,
TOGGLE_CALIBRATION_DISPLAY,
TOGGLE_GRAPH_DISPLAY,
PLAYER_PORTAL_COLLISION,
PLAYER_END_PORTAL_COLLISION,
NO_BUTTONS_DOWN;
}
// This is the actual event that is created by the sender and sent to all listeners.
// Events must have a type, and may specify additional context parameters.
public interface IEvent
{
// Use this to differentiate if your object is listening for multiple event types.
public EventType getEventType();
// Adds a new context parameter of a certain type to this event.
public void addStringParameter(String name, String value);
public void addFloatParameter(String name, float value);
public void addIntParameter(String name, int value);
public void addGameObjectParameter(String name, IGameObject value);
// Use these to get a parameter, but it does not have to have been set by the sender. A default value is required.
public String getOptionalStringParameter(String name, String defaultValue);
public float getOptionalFloatParameter(String name, float defaultValue);
public int getOptionalIntParameter(String name, int defaultValue);
public IGameObject getOptionalGameObjectParameter(String name, IGameObject defaultValue);
// Use these to get a parameter that must have been set by the sender. If the sender did not set it, this is an error
// and the game will halt.
public String getRequiredStringParameter(String name);
public float getRequiredFloatParameter(String name);
public int getRequiredIntParameter(String name);
public IGameObject getRequiredGameObjectParameter(String name);
}
// The Event Manager keeps track of listeners and forwards events to them.
interface IEventManager
{
// Use queueEvent to send out an event you have created to all listeners.
// It will be received by listeners next frame.
public void queueEvent(IEvent event);
// Returns the events of a given type that were queued last frame.
public ArrayList<IEvent> getEvents(EventType eventType);
// Only the main loop should call this. Clears ready events from last frame and
// moves the queued events to the ready events for this frame.
public void update();
}
//-------------------------------------------------------------------------
// IMPLEMENTATION
//-------------------------------------------------------------------------
class Event implements IEvent
{
private EventType eventType;
private HashMap<String, String> stringParameters;
private HashMap<String, Float> floatParameters;
private HashMap<String, Integer> intParameters;
private HashMap<String, IGameObject> gameObjectParameters;
public Event(EventType _eventType)
{
eventType = _eventType;
stringParameters = new HashMap<String, String>();
floatParameters = new HashMap<String, Float>();
intParameters = new HashMap<String, Integer>();
gameObjectParameters = new HashMap<String, IGameObject>();
}
@Override public EventType getEventType()
{
return eventType;
}
@Override public void addStringParameter(String name, String value)
{
stringParameters.put(name, value);
}
@Override public void addFloatParameter(String name, float value)
{
floatParameters.put(name, value);
}
@Override public void addIntParameter(String name, int value)
{
intParameters.put(name, value);
}
@Override public void addGameObjectParameter(String name, IGameObject value)
{
gameObjectParameters.put(name, value);
}
@Override public String getOptionalStringParameter(String name, String defaultValue)
{
if (stringParameters.containsKey(name))
{
return stringParameters.get(name);
}
return defaultValue;
}
@Override public float getOptionalFloatParameter(String name, float defaultValue)
{
if (floatParameters.containsKey(name))
{
return floatParameters.get(name);
}
return defaultValue;
}
@Override public int getOptionalIntParameter(String name, int defaultValue)
{
if (intParameters.containsKey(name))
{
return intParameters.get(name);
}
return defaultValue;
}
@Override public IGameObject getOptionalGameObjectParameter(String name, IGameObject defaultValue)
{
if (gameObjectParameters.containsKey(name))
{
return gameObjectParameters.get(name);
}
return defaultValue;
}
@Override public String getRequiredStringParameter(String name)
{
assert(stringParameters.containsKey(name));
return stringParameters.get(name);
}
@Override public float getRequiredFloatParameter(String name)
{
assert(floatParameters.containsKey(name));
return floatParameters.get(name);
}
@Override public int getRequiredIntParameter(String name)
{
assert(intParameters.containsKey(name));
return intParameters.get(name);
}
@Override public IGameObject getRequiredGameObjectParameter(String name)
{
assert(gameObjectParameters.containsKey(name));
return gameObjectParameters.get(name);
}
}
class EventManager implements IEventManager
{
// queued events will be ready and received by listeners next frame. cleared each frame.
private HashMap<EventType, ArrayList<IEvent>> queuedEvents;
// ready events are cleared and added to from queued events each frame.
private HashMap<EventType, ArrayList<IEvent>> readyEvents;
public EventManager()
{
queuedEvents = new HashMap<EventType, ArrayList<IEvent>>();
readyEvents = new HashMap<EventType, ArrayList<IEvent>>();
addEventTypeToMaps(EventType.UP_BUTTON_PRESSED);
addEventTypeToMaps(EventType.LEFT_BUTTON_PRESSED);
addEventTypeToMaps(EventType.RIGHT_BUTTON_PRESSED);
addEventTypeToMaps(EventType.DOWN_BUTTON_PRESSED);
addEventTypeToMaps(EventType.SPACEBAR_PRESSED);
addEventTypeToMaps(EventType.ESCAPE_PRESSED);
addEventTypeToMaps(EventType.UP_BUTTON_RELEASED);
addEventTypeToMaps(EventType.LEFT_BUTTON_RELEASED);
addEventTypeToMaps(EventType.RIGHT_BUTTON_RELEASED);
addEventTypeToMaps(EventType.COIN_COLLECTED);
addEventTypeToMaps(EventType.UPDATE_SCORE);
addEventTypeToMaps(EventType.MUSIC_RESTART);
addEventTypeToMaps(EventType.MOUSE_PRESSED);
addEventTypeToMaps(EventType.MOUSE_CLICKED);
addEventTypeToMaps(EventType.MOUSE_DRAGGED);
addEventTypeToMaps(EventType.MOUSE_RELEASED);
addEventTypeToMaps(EventType.MOUSE_MOVED);
addEventTypeToMaps(EventType.BUTTON_CLICKED);
addEventTypeToMaps(EventType.SLIDER_DRAGGED);
addEventTypeToMaps(EventType.SLIDER_RELEASED);
addEventTypeToMaps(EventType.GAME_OVER);
addEventTypeToMaps(EventType.DESTROY_COIN);
addEventTypeToMaps(EventType.LEVEL_UP);
addEventTypeToMaps(EventType.PLATFORM_LEVEL_UP);
addEventTypeToMaps(EventType.PUSH_BONUS);
addEventTypeToMaps(EventType.FINISH_BONUS);
addEventTypeToMaps(EventType.BONUS_COINS_COLLECTED);
addEventTypeToMaps(EventType.THROUGH_PLATFORM_GAP);
addEventTypeToMaps(EventType.CALIBRATE_SUCCESS);
addEventTypeToMaps(EventType.CALIBRATE_FAILURE);
addEventTypeToMaps(EventType.COUNTDOWN_UPDATE);
addEventTypeToMaps(EventType.PLAYER_CURRENT_SPEED);
addEventTypeToMaps(EventType.PLAYER_PLATFORM_COLLISION);
addEventTypeToMaps(EventType.PLAYER_GROUND_COLLISION);
addEventTypeToMaps(EventType.MODAL_HOVER);
addEventTypeToMaps(EventType.MODAL_OFF);
addEventTypeToMaps(EventType.PLAYER_PLATFORM_EXIT);
addEventTypeToMaps(EventType.PLAYER_BREAK_PLATFORM_COLLISION);
addEventTypeToMaps(EventType.PLAYER_BREAK_PLATFORM_EXIT);
addEventTypeToMaps(EventType.PLAYER_BREAK_PLATFORM_FALL);
addEventTypeToMaps(EventType.TOGGLE_CALIBRATION_DISPLAY);
addEventTypeToMaps(EventType.TOGGLE_GRAPH_DISPLAY);
addEventTypeToMaps(EventType.PLAYER_PORTAL_COLLISION);
addEventTypeToMaps(EventType.PLAYER_END_PORTAL_COLLISION);
addEventTypeToMaps(EventType.NO_BUTTONS_DOWN);
}
private void addEventTypeToMaps(EventType eventType)
{
queuedEvents.put(eventType, new ArrayList<IEvent>());
readyEvents.put(eventType, new ArrayList<IEvent>());
}
@Override public void queueEvent(IEvent event)
{
queuedEvents.get(event.getEventType()).add(event);
}
@Override public ArrayList<IEvent> getEvents(EventType eventType)
{
return readyEvents.get(eventType);
}
@Override public void update()
{
for (Map.Entry entry : queuedEvents.entrySet())
{
EventType eventType = (EventType)entry.getKey();
ArrayList<IEvent> queuedEventsList = (ArrayList<IEvent>)entry.getValue();
ArrayList<IEvent> readyEventsList = readyEvents.get(eventType);
readyEventsList.clear();
for (IEvent event : queuedEventsList)
{
readyEventsList.add(event);
}
queuedEventsList.clear();
}
}
}