- if(type == EVENT_ACTIVATE) {
- sprite->set_action("open", 1);
+ switch (state) {
+ case CLOSED:
+ // if door was activated, start opening it
+ if (type == EVENT_ACTIVATE) {
+ state = OPENING;
+ sound_manager->play("sounds/door.wav");
+ sprite->set_action("opening", 1);
+ }
+ break;
+ case OPENING:
+ break;
+ case OPEN:
+ break;
+ case CLOSING:
+ break;
+ }
+}
+
+HitResponse
+Door::collision(GameObject& other, const CollisionHit& hit)
+{
+ switch (state) {
+ case CLOSED:
+ break;
+ case OPENING:
+ break;
+ case OPEN:
+ {
+ // if door is open and was touched by a player, teleport the player
+ Player* player = dynamic_cast<Player*> (&other);
+ if (player) {
+ state = CLOSING;
+ sprite->set_action("closing", 1);
+ GameSession::current()->respawn(target_sector, target_spawnpoint);
+ }
+ }
+ break;
+ case CLOSING:
+ break;