#include <config.h>
#include "secretarea_trigger.h"
-#include "utils/lispwriter.h"
#include "gameloop.h"
+#include "lisp/lisp.h"
+#include "lisp/writer.h"
+#include "object_factory.h"
-SecretAreaTrigger::SecretAreaTrigger(LispReader& reader)
+#define MESSAGE_TIME 3.5
+
+//TODO: Count numbers of triggered/total secret areas
+SecretAreaTrigger::SecretAreaTrigger(const lisp::Lisp& reader)
{
- reader.read_float("x", bbox.p1.x);
- reader.read_float("y", bbox.p1.y);
- bbox.set_size(32, 32);
+ reader.get("x", bbox.p1.x);
+ reader.get("y", bbox.p1.y);
+ float w = 32, h = 32;
+ reader.get("width", w);
+ reader.get("height", h);
+ bbox.set_size(w, h);
- reader.read_string("message", message);
+ reader.get("message", message);
+ message_displayed = false;
}
-SecretAreaTrigger::SecretAreaTrigger(const Vector& pos)
+SecretAreaTrigger::SecretAreaTrigger(const Rectangle& area)
{
- bbox.set_pos(pos);
- bbox.set_size(32, 32);
+ bbox = area;
message = "You found a secret area!";
+ message_displayed = false;
}
SecretAreaTrigger::~SecretAreaTrigger()
}
void
-SecretAreaTrigger::write(LispWriter& writer)
+SecretAreaTrigger::write(lisp::Writer& writer)
{
writer.start_list("secretarea");
SecretAreaTrigger::draw(DrawingContext& context)
{
if (message_timer.started()) {
+ context.push_transform();
+ context.set_translation(Vector(0, 0));
Vector pos = Vector(0, screen->h/2 - gold_text->get_height()/2);
context.draw_center_text(gold_text, message, pos, LAYER_GUI);
- //TODO: Prevent text from scrolling with the rest of the level
+ context.pop_transform();
}
if (message_timer.check()) {
remove_me();
SecretAreaTrigger::event(Player& , EventType type)
{
if(type == EVENT_TOUCH) {
- message_timer.start(MESSAGE_TIME);
+ if (!message_displayed) {
+ message_timer.start(MESSAGE_TIME);
+ message_displayed = true;
+ }
}
}
+
+IMPLEMENT_FACTORY(SecretAreaTrigger, "secretarea");