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 "audio/sound_manager.hpp"
18 #include "object/player.hpp"
19 #include "sprite/sprite_manager.hpp"
20 #include "supertux/game_session.hpp"
21 #include "supertux/object_factory.hpp"
22 #include "trigger/door.hpp"
24 Door::Door(const Reader& reader) :
27 reader.get("x", bbox.p1.x);
28 reader.get("y", bbox.p1.y);
29 reader.get("sector", target_sector);
30 reader.get("spawnpoint", target_spawnpoint);
32 sprite = sprite_manager->create("images/objects/door/door.sprite");
33 sprite->set_action("closed");
34 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
36 sound_manager->preload("sounds/door.wav");
39 Door::Door(int x, int y, std::string sector, std::string spawnpoint) :
42 bbox.set_pos(Vector(x, y));
43 target_sector = sector;
44 target_spawnpoint = spawnpoint;
46 sprite = sprite_manager->create("images/objects/door/door.sprite");
47 sprite->set_action("closed");
48 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
50 sound_manager->preload("sounds/door.wav");
64 // if door has finished opening, start timer and keep door open
65 if(sprite->animation_done()) {
67 sprite->set_action("open");
68 stay_open_timer.start(1.0);
72 // if door was open long enough, start closing it
73 if (stay_open_timer.check()) {
75 sprite->set_action("closing", 1);
79 // if door has finished closing, keep it shut
80 if(sprite->animation_done()) {
82 sprite->set_action("closed");
89 Door::draw(DrawingContext& context)
91 sprite->draw(context, bbox.p1, LAYER_BACKGROUNDTILES+1);
95 Door::event(Player& , EventType type)
99 // if door was activated, start opening it
100 if (type == EVENT_ACTIVATE) {
102 sound_manager->play("sounds/door.wav");
103 sprite->set_action("opening", 1);
116 Door::collision(GameObject& other, const CollisionHit& hit)
125 // if door is open and was touched by a player, teleport the player
126 Player* player = dynamic_cast<Player*> (&other);
129 sprite->set_action("closing", 1);
130 GameSession::current()->respawn(target_sector, target_spawnpoint);
138 return TriggerBase::collision(other, hit);
141 IMPLEMENT_FACTORY(Door, "door");