#include "lisp/writer.hpp"
#include "object_factory.hpp"
#include "main.hpp"
+#include "sector.hpp"
+#include "level.hpp"
+#include "gettext.hpp"
+#include "object/tilemap.hpp"
static const float MESSAGE_TIME=3.5;
-//TODO: Count numbers of triggered/total secret areas
SecretAreaTrigger::SecretAreaTrigger(const lisp::Lisp& reader)
+ : fade_tilemap("")
{
reader.get("x", bbox.p1.x);
reader.get("y", bbox.p1.y);
reader.get("width", w);
reader.get("height", h);
bbox.set_size(w, h);
+ reader.get("fade-tilemap", fade_tilemap);
- reader.get("message", message);
message_displayed = false;
}
-SecretAreaTrigger::SecretAreaTrigger(const Rect& area)
+SecretAreaTrigger::SecretAreaTrigger(const Rect& area, std::string fade_tilemap)
+ : fade_tilemap(fade_tilemap)
{
bbox = area;
- message = "You found a secret area!";
message_displayed = false;
}
writer.write_float("y", bbox.p1.y);
writer.write_float("width", bbox.get_width());
writer.write_float("height", bbox.get_height());
- writer.write_string("message", message);
+ writer.write_string("fade-tilemap", fade_tilemap);
writer.end_list("secretarea");
}
void
SecretAreaTrigger::draw(DrawingContext& context)
{
- if (message_timer.started()) {
- context.push_transform();
- context.set_translation(Vector(0, 0));
- Vector pos = Vector(0, SCREEN_HEIGHT/2 - gold_text->get_height()/2);
- context.draw_center_text(gold_text, message, pos, LAYER_GUI);
- context.pop_transform();
- }
- if (message_timer.check()) {
- remove_me();
- }
+ if (message_timer.started()) {
+ context.push_transform();
+ context.set_translation(Vector(0, 0));
+ Vector pos = Vector(0, SCREEN_HEIGHT/2 - gold_text->get_height()/2);
+ context.draw_center_text(gold_text, _("You found a secret area!"), pos, LAYER_GUI);
+ context.pop_transform();
+ }
+ if (message_timer.check()) {
+ remove_me();
+ }
}
void
if (!message_displayed) {
message_timer.start(MESSAGE_TIME);
message_displayed = true;
+ Sector::current()->get_level()->stats.secrets++;
+
+ if (fade_tilemap != "") {
+ // fade away tilemaps
+ Sector& sector = *Sector::current();
+ for(Sector::GameObjects::iterator i = sector.gameobjects.begin(); i != sector.gameobjects.end(); ++i) {
+ TileMap* tm = dynamic_cast<TileMap*>(*i);
+ if (!tm) continue;
+ if (tm->get_name() != fade_tilemap) continue;
+ tm->fade(0.0, 1.0);
+ }
+ }
+
}
}
}