sprite = sprite_manager->create("door");
}
-Door::Door(int x, int y)
+Door::Door(int x, int y, std::string sector, std::string spawnpoint)
{
bbox.set_pos(Vector(x, y));
bbox.set_size(32, 64);
+ target_sector = sector;
+ target_spawnpoint = spawnpoint;
sprite = sprite_manager->create("door");
}
Door::action(float )
{
//Check if door animation is complete
- if (!sprite->check_animation()) {
+ if(sprite->check_animation()) {
GameSession::current()->respawn(target_sector, target_spawnpoint);
}
}
}
void
-Door::event(Player& player, EventType type)
+Door::event(Player& , EventType type)
{
if(type == EVENT_ACTIVATE) {
- sprite->set_action("open");
- sprite->start_animation(1);
+ sprite->set_action("open", 1);
}
}