@Override public void show() { super.show(); game.getMusicManager().play(UnsealedMusic.CAVE); tmpChar = new Lidia(getAtlas()); tmpChar.setPosition(115, 140); tmpChar.updateAnimation(); characters.add(tmpChar); tmpChar = new Whisperer(getAtlas()); tmpChar.updateAnimation(); tmpChar.addAction(fadeIn(0.75f)); tmpChar.setPosition(291, 470); tmpChar.setVisible(false); characters.add(tmpChar); tmpChar = new Penguin(getAtlas()); tmpChar.updateAnimation(); tmpChar.setPosition(87, 660); characters.add(tmpChar); }
@Override public void render(float delta) { super.render(delta); stage.getSpriteBatch().begin(); // This is probably the bestest "Scene Director" ever made. // Valve should totally hire me. for (MapCharacter character : characters) { if (character instanceof Lidia) { switch (act) { case 0: character.getColor().a = 0; character.setWalking(false); actions = sequence( fadeIn(0.75f), delay(0.75f), run( new Runnable() { @Override public void run() { setAct(1); } })); character.addAction(actions); character.setWalking(true); break; case 1: if (character.getY() > 120) { character.setY(character.getY() - 1); centerCamera(character); } else { character.setDirection(MapCharacter.dirRight); setAct(2); } break; case 2: if (character.getX() < 291) { character.setX(character.getX() + 1); centerCamera(character); } else { character.setDirection(MapCharacter.dirUp); setAct(3); } break; case 3: if (character.getY() < 400) { character.setY(character.getY() + 1); centerCamera(character); } else { character.setDirection(MapCharacter.dirUp); character.setWalking(false); setAct(4); } break; case 19: if (character.getY() < 470) { character.setWalking(true); character.setY(character.getY() + 1); centerCamera(character); } else { character.setDirection(MapCharacter.dirLeft); setAct(20); } break; case 20: if (character.getX() > 70) { character.setX(character.getX() - 1); centerCamera(character); } else { character.setDirection(MapCharacter.dirUp); setAct(21); } break; case 21: if (character.getY() < 580) { character.setY(character.getY() + 1); centerCamera(character); } else { character.setWalking(false); setAct(22); } break; case 22: dialog.setText( "Lidia: You poor thing....\n" + "Awaken from your slumber. Let the seal be broken.\n" + "I, Lidia Terious, UNSEAL YOU!"); dialog.setVisible(true); break; case 23: dialog.setVisible(false); setAct(24); break; } } if (character instanceof Whisperer) { switch (act) { case 4: character.getColor().a = 0; actions = sequence( fadeIn(0.75f), run( new Runnable() { @Override public void run() { setAct(5); } })); character.addAction(actions); character.setVisible(true); break; case 5: dialog.setText("Lidia: I was wondering when you'd show up. "); dialog.setVisible(true); break; case 6: dialog.setText("Whisperer: You know I am but a mere whisper away from being summoned"); break; case 7: dialog.setText("Lidia: I found the next Guardian. It's up ahead, I can sense it."); break; case 8: dialog.setText("Whisperer: It is calling out for you. It's been sealed for so long. "); break; case 9: dialog.setText( "Lidia: If I was sealed for 300 years I wouldn't just whisper for help... I'd shout too."); break; case 10: dialog.setText( "Lidia: The locals think of them as just statues, they've forgotten that they are much more than that.\n" + "It's always up to a Traveler to set things right and undo their damage!"); break; case 11: dialog.setText( "Whisperer: You sound weary. This'll be the Fifth Guardian and you're already tired?"); break; case 12: dialog.setText( "Lidia: You say it as if it were easy. You simply appear and disappear at the slightest sign of trouble.\n" + "After what happened at Marblehead, I'm taking things a little more calmed this time."); break; case 13: dialog.setText( "Whisperer: Marblehead was different. New Lion has always allied with Spellweavers"); break; case 14: dialog.setText( "Lidia: And apparently, Marblehead has always been against Spellweavers!\n" + "You should've warned me!"); break; case 15: dialog.setText("Whisperer: You were distracted..."); break; case 16: dialog.setVisible(false); actions = sequence( fadeOut(0.75f), run( new Runnable() { @Override public void run() { setAct(17); } })); character.addAction(actions); break; case 17: dialog.setText("Lidia: She just *had* to bring that up again... "); dialog.setVisible(true); break; case 18: dialog.setVisible(false); act = 19; break; } } if (character instanceof Penguin) { switch (act) { case 24: actions = sequence( fadeOut(0.75f), run( new Runnable() { @Override public void run() { setAct(25); } }), fadeIn(0.75f)); character.addAction(actions); break; case 25: character.setWalking(true); setAct(26); break; case 26: dialog.setText( "Penguin: *Squeeak*!" + "Thank you, Traveler! I've been calling out for so long!\n" + "I am Archimides, The Guardian of this area."); dialog.setVisible(true); break; case 27: dialog.setText( "Penguin: Now that I've been unsealed, magic will return to this area.\n" + "Thank you for your help"); break; case 28: dialog.setText( "Lidia: I'm glad to hear that. I'll talk with the people of New Lion to let them know"); break; case 29: dialog.setVisible(false); game.setScreen(new Chapter1_2(game)); break; } } character.act(delta); if (character.isVisible()) character.draw(stage.getSpriteBatch(), 1); } stage.getSpriteBatch().end(); if (dialog.isVisible()) { hud.act(delta); hud.draw(); } }