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 "supertux/sector.hpp"
23 #include "trigger/door.hpp"
24 #include "util/reader.hpp"
26 Door::Door(const Reader& reader) :
34 reader.get("x", bbox.p1.x);
35 reader.get("y", bbox.p1.y);
36 reader.get("sector", target_sector);
37 reader.get("spawnpoint", target_spawnpoint);
39 reader.get("script", script);
41 sprite = sprite_manager->create("images/objects/door/door.sprite");
42 sprite->set_action("closed");
43 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
45 sound_manager->preload("sounds/door.wav");
48 Door::Door(int x, int y, std::string sector, std::string spawnpoint) :
56 bbox.set_pos(Vector(x, y));
57 target_sector = sector;
58 target_spawnpoint = spawnpoint;
60 sprite = sprite_manager->create("images/objects/door/door.sprite");
61 sprite->set_action("closed");
62 bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
64 sound_manager->preload("sounds/door.wav");
78 // if door has finished opening, start timer and keep door open
79 if(sprite->animation_done()) {
81 sprite->set_action("open");
82 stay_open_timer.start(1.0);
86 // if door was open long enough, start closing it
87 if (stay_open_timer.check()) {
89 sprite->set_action("closing", 1);
93 // if door has finished closing, keep it shut
94 if(sprite->animation_done()) {
96 sprite->set_action("closed");
103 Door::draw(DrawingContext& context)
105 sprite->draw(context, bbox.p1, LAYER_BACKGROUNDTILES+1);
109 Door::event(Player& , EventType type)
113 // if door was activated, start opening it
114 if (type == EVENT_ACTIVATE) {
116 sound_manager->play("sounds/door.wav");
117 sprite->set_action("opening", 1);
130 Door::collision(GameObject& other, const CollisionHit& hit)
139 // if door is open and was touched by a player, teleport the player
140 Player* player = dynamic_cast<Player*> (&other);
143 sprite->set_action("closing", 1);
144 if(!script.empty()) {
145 std::istringstream stream(script);
146 Sector::current()->run_script(stream, "Door");
149 if(!target_sector.empty()) {
150 GameSession::current()->respawn(target_sector, target_spawnpoint);
159 return TriggerBase::collision(other, hit);