Firefly::Firefly(const lisp::Lisp& lisp)
: MovingSprite(lisp, "images/objects/resetpoints/default-resetpoint.sprite", LAYER_TILES, COLGROUP_TOUCHABLE), activated(false)
{
-
+ initial_position = get_pos();
if( !lisp.get( "sprite", sprite_name ) ){
+ reactivate();
return;
}
if( sprite_name == "" ){
sprite_name = "images/objects/resetpoints/default-resetpoint.sprite";
+ reactivate();
return;
}
- //Replace sprite
+ //Replace sprite
sprite = sprite_manager->create( sprite_name );
bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());
+ reactivate();
+}
+
+void
+Firefly::reactivate()
+{
+ if(GameSession::current()->get_reset_point_pos() == initial_position){
+ // TODO: && GameSession::current()->get_reset_point_sectorname() == <sector this firefly is in>
+ // GameSession::current()->get_current_sector()->get_name() is not yet initialized.
+ // Worst case a resetpoint in a different sector at the same position as the real
+ // resetpoint the player is spawning is set to ringing, too. Until we can check the sector, too, dont set
+ // activated = true; here.
+ sprite->set_action("ringing");
+ }
}
void
{
if(activated)
return ABORT_MOVE;
-
+
Player* player = dynamic_cast<Player*> (&other);
if(player) {
activated = true;
// TODO play sound
sprite->set_action("ringing");
GameSession::current()->set_reset_point(Sector::current()->get_name(),
- get_pos());
+ initial_position);
}
-
+
return ABORT_MOVE;
}