3 #include "secretarea_trigger.h"
6 #include "lisp/writer.h"
8 #define MESSAGE_TIME 3.5
10 //TODO: Count numbers of triggered/total secret areas
11 SecretAreaTrigger::SecretAreaTrigger(const lisp::Lisp& reader)
13 reader.get("x", bbox.p1.x);
14 reader.get("y", bbox.p1.y);
15 bbox.set_size(32, 32);
17 reader.get("message", message);
18 message_displayed = false;
21 SecretAreaTrigger::SecretAreaTrigger(const Vector& pos)
24 bbox.set_size(32, 32);
25 message = "You found a secret area!";
26 message_displayed = false;
29 SecretAreaTrigger::~SecretAreaTrigger()
34 SecretAreaTrigger::write(lisp::Writer& writer)
36 writer.start_list("secretarea");
38 writer.write_float("x", bbox.p1.x);
39 writer.write_float("y", bbox.p1.y);
40 writer.write_float("width", bbox.get_width());
41 writer.write_float("height", bbox.get_height());
42 writer.write_string("message", message);
44 writer.end_list("secretarea");
48 SecretAreaTrigger::draw(DrawingContext& context)
50 if (message_timer.started()) {
51 context.push_transform();
52 context.set_translation(Vector(0, 0));
53 Vector pos = Vector(0, screen->h/2 - gold_text->get_height()/2);
54 context.draw_center_text(gold_text, message, pos, LAYER_GUI);
55 context.pop_transform();
57 if (message_timer.check()) {
63 SecretAreaTrigger::event(Player& , EventType type)
65 if(type == EVENT_TOUCH) {
66 if (!message_displayed) {
67 message_timer.start(MESSAGE_TIME);
68 message_displayed = true;