3 #include "secretarea_trigger.h"
4 #include "utils/lispwriter.h"
7 #define MESSAGE_TIME 3.5
9 //TODO: Count numbers of triggered/total secret areas
10 SecretAreaTrigger::SecretAreaTrigger(LispReader& reader)
12 reader.read_float("x", bbox.p1.x);
13 reader.read_float("y", bbox.p1.y);
14 bbox.set_size(32, 32);
16 reader.read_string("message", message);
17 message_displayed = false;
20 SecretAreaTrigger::SecretAreaTrigger(const Vector& pos)
23 bbox.set_size(32, 32);
24 message = "You found a secret area!";
25 message_displayed = false;
28 SecretAreaTrigger::~SecretAreaTrigger()
33 SecretAreaTrigger::write(LispWriter& writer)
35 writer.start_list("secretarea");
37 writer.write_float("x", bbox.p1.x);
38 writer.write_float("y", bbox.p1.y);
39 writer.write_float("width", bbox.get_width());
40 writer.write_float("height", bbox.get_height());
41 writer.write_string("message", message);
43 writer.end_list("secretarea");
47 SecretAreaTrigger::draw(DrawingContext& context)
49 if (message_timer.started()) {
50 context.push_transform();
51 context.set_translation(Vector(0, 0));
52 Vector pos = Vector(0, screen->h/2 - gold_text->get_height()/2);
53 context.draw_center_text(gold_text, message, pos, LAYER_GUI);
54 context.pop_transform();
56 if (message_timer.check()) {
62 SecretAreaTrigger::event(Player& , EventType type)
64 if(type == EVENT_TOUCH) {
65 if (!message_displayed) {
66 message_timer.start(MESSAGE_TIME);
67 message_displayed = true;