X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Ftrigger%2Fdoor.cpp;h=bd38c1b98c5f73bf8022fd82535eefa4c4db3843;hb=7b6e4c78fe9366f3beff03acdd8310d979d8b2a5;hp=79bfef8c034dcc66f62af22d864e1c8d81879265;hpb=d46c78c842ab4090a3f46e560c891234167f124b;p=supertux.git diff --git a/src/trigger/door.cpp b/src/trigger/door.cpp index 79bfef8c0..bd38c1b98 100644 --- a/src/trigger/door.cpp +++ b/src/trigger/door.cpp @@ -1,7 +1,7 @@ // $Id$ // -// SuperTux - A Jump'n Run -// Copyright (C) 2004 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -16,38 +16,43 @@ // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -#include -#include "door.h" -#include "utils/lispreader.h" -#include "utils/lispwriter.h" -#include "gameloop.h" -#include "resources.h" -#include "special/sprite.h" -#include "special/sprite_manager.h" -#include "video/drawing_context.h" -#include "app/globals.h" +#include -using namespace SuperTux; +#include "door.hpp" +#include "game_session.hpp" +#include "resources.hpp" +#include "object_factory.hpp" +#include "sprite/sprite.hpp" +#include "sprite/sprite_manager.hpp" +#include "video/drawing_context.hpp" +#include "lisp/lisp.hpp" +#include "lisp/writer.hpp" +#include "audio/sound_manager.hpp" -Door::Door(LispReader& reader) +Door::Door(const lisp::Lisp& reader) + : state(CLOSED) { - reader.read_float("x", bbox.p1.x); - reader.read_float("y", bbox.p1.y); - bbox.set_size(32, 64); - - reader.read_string("sector", target_sector); - reader.read_string("spawnpoint", target_spawnpoint); + reader.get("x", bbox.p1.x); + reader.get("y", bbox.p1.y); + reader.get("sector", target_sector); + reader.get("spawnpoint", target_spawnpoint); - sprite = sprite_manager->create("door"); + sprite = sprite_manager->create("images/objects/door/door.sprite"); + sprite->set_action("closed"); + bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height()); } -Door::Door(int x, int y) +Door::Door(int x, int y, std::string sector, std::string spawnpoint) + : state(CLOSED) { bbox.set_pos(Vector(x, y)); - bbox.set_size(32, 64); + target_sector = sector; + target_spawnpoint = spawnpoint; - sprite = sprite_manager->create("door"); + sprite = sprite_manager->create("images/objects/door/door.sprite"); + sprite->set_action("closed"); + bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height()); } Door::~Door() @@ -56,7 +61,7 @@ Door::~Door() } void -Door::write(LispWriter& writer) +Door::write(lisp::Writer& writer) { writer.start_list("door"); @@ -67,31 +72,92 @@ Door::write(LispWriter& writer) writer.write_string("sector", target_sector); writer.write_string("spawnpoint", target_spawnpoint); - + sound_manager->preload("sounds/door.wav"); writer.end_list("door"); } void -Door::action(float ) +Door::update(float ) { - //Check if door animation is complete - if (!sprite->check_animation()) { - GameSession::current()->respawn(target_sector, target_spawnpoint); + switch (state) { + case CLOSED: + break; + case OPENING: + // if door has finished opening, start timer and keep door open + if(sprite->animation_done()) { + state = OPEN; + sprite->set_action("open"); + stay_open_timer.start(1.0); + } + break; + case OPEN: + // if door was open long enough, start closing it + if (stay_open_timer.check()) { + state = CLOSING; + sprite->set_action("closing", 1); + } + break; + case CLOSING: + // if door has finished closing, keep it shut + if(sprite->animation_done()) { + state = CLOSED; + sprite->set_action("closed"); + } + break; } } void Door::draw(DrawingContext& context) { - sprite->draw(context, bbox.p1, LAYER_TILES); + sprite->draw(context, bbox.p1, LAYER_BACKGROUNDTILES+1); } void -Door::event(Player& player, EventType type) +Door::event(Player& , EventType type) { - if(type == EVENT_ACTIVATE) { - sprite->set_action("open"); - sprite->start_animation(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 (&other); + if (player) { + state = CLOSING; + sprite->set_action("closing", 1); + GameSession::current()->respawn(target_sector, target_spawnpoint); + } + } + break; + case CLOSING: + break; + } + + return TriggerBase::collision(other, hit); +} + +IMPLEMENT_FACTORY(Door, "door");