2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "trigger/door.hpp"
21 #include "audio/sound_manager.hpp"
22 #include "object/player.hpp"
23 #include "sprite/sprite_manager.hpp"
24 #include "supertux/game_session.hpp"
25 #include "supertux/object_factory.hpp"
26 #include "supertux/sector.hpp"
27 #include "util/reader.hpp"
29 Door::Door(const Reader& reader) :
37 reader.get("x", bbox.p1.x);
38 reader.get("y", bbox.p1.y);
39 reader.get("sector", target_sector);
40 reader.get("spawnpoint", target_spawnpoint);
42 reader.get("script", script);
44 sprite = sprite_manager->create("images/objects/door/door.sprite");
45 sprite->set_action("closed");
46 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
48 sound_manager->preload("sounds/door.wav");
51 Door::Door(int x, int y, std::string sector, std::string spawnpoint) :
59 bbox.set_pos(Vector(x, y));
60 target_sector = sector;
61 target_spawnpoint = spawnpoint;
63 sprite = sprite_manager->create("images/objects/door/door.sprite");
64 sprite->set_action("closed");
65 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
67 sound_manager->preload("sounds/door.wav");
81 // if door has finished opening, start timer and keep door open
82 if(sprite->animation_done()) {
84 sprite->set_action("open");
85 stay_open_timer.start(1.0);
89 // if door was open long enough, start closing it
90 if (stay_open_timer.check()) {
92 sprite->set_action("closing", 1);
96 // if door has finished closing, keep it shut
97 if(sprite->animation_done()) {
99 sprite->set_action("closed");
106 Door::draw(DrawingContext& context)
108 sprite->draw(context, bbox.p1, LAYER_BACKGROUNDTILES+1);
112 Door::event(Player& , EventType type)
116 // if door was activated, start opening it
117 if (type == EVENT_ACTIVATE) {
119 sound_manager->play("sounds/door.wav");
120 sprite->set_action("opening", 1);
133 Door::collision(GameObject& other, const CollisionHit& hit_)
142 // if door is open and was touched by a player, teleport the player
143 Player* player = dynamic_cast<Player*> (&other);
146 sprite->set_action("closing", 1);
147 if(!script.empty()) {
148 std::istringstream stream(script);
149 Sector::current()->run_script(stream, "Door");
152 if(!target_sector.empty()) {
153 GameSession::current()->respawn(target_sector, target_spawnpoint);
162 return TriggerBase::collision(other, hit_);