3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #include "lispreader.h"
22 #include "lispwriter.h"
24 #include "resources.h"
26 #include "sprite_manager.h"
27 #include "screen/drawing_context.h"
32 Surface* door_opening[DOOR_OPENING_FRAMES];
34 Door::Door(LispReader& reader)
36 reader.read_float("x", area.x);
37 reader.read_float("y", area.y);
41 reader.read_string("sector", target_sector);
42 reader.read_string("spawnpoint", target_spawnpoint);
44 animation_timer.init(true);
45 door_activated = false;
47 animation_timer.init(true);
50 Door::Door(int x, int y)
57 animation_timer.init(true);
58 door_activated = false;
60 animation_timer.init(true);
64 Door::write(LispWriter& writer)
66 writer.start_list("door");
68 writer.write_float("x", area.x);
69 writer.write_float("y", area.y);
70 writer.write_float("width", area.width);
71 writer.write_float("height", area.height);
73 writer.write_string("sector", target_sector);
74 writer.write_string("spawnpoint", target_spawnpoint);
76 writer.end_list("door");
89 Door::draw(DrawingContext& context)
91 if(animation_timer.check())
92 context.draw_surface(door_opening[(animation_timer.get_gone() * DOOR_OPENING_FRAMES) /
93 DOOR_OPENING_TIME], Vector(area.x, area.y - (door_opening[0]->h/2)), LAYER_TILES);
95 door->draw(context, Vector(area.x, area.y), LAYER_TILES);
97 //Check if door animation is complete
98 //TODO: Move this out of the "draw" method as this is extremely dirty :)
99 if ((!animation_timer.check()) && (door_activated)) {
100 door_activated = false;
101 GameSession::current()->respawn(target_sector, target_spawnpoint);
106 Door::interaction(InteractionType type)
108 //Animate the door on activation
109 //TODO: Resetting the animation doesn't work correctly
110 // Tux and badguys should stop moving while the door is opening
111 if(type == INTERACTION_ACTIVATE) {
112 animation_timer.start(DOOR_OPENING_TIME);
113 door_activated = true;