Changed door to only teleport Tux when he is standing in the doorway
authorChristoph Sommer <mail@christoph-sommer.de>
Tue, 27 Jun 2006 15:56:15 +0000 (15:56 +0000)
committerChristoph Sommer <mail@christoph-sommer.de>
Tue, 27 Jun 2006 15:56:15 +0000 (15:56 +0000)
SVN-Revision: 3785

data/images/objects/door/door.sprite
src/trigger/door.cpp
src/trigger/door.hpp

index 1eea8c7..364b6bc 100644 (file)
@@ -1,25 +1,44 @@
 (supertux-sprite
- (action
-  (name "normal")
-  (hitbox 0 0 0 0)
-  (images "door-0.png"))
- (action
-  (name "open")
-  (hitbox 0 0 0 0)
-  (images "door-0.png"
-   "door-1.png"
-   "door-2.png"
-   "door-3.png"
-   "door-4.png"
-   "door-5.png"
-   "door-6.png"
-   "door-7.png"
-   "door-6.png"
-   "door-5.png"
-   "door-4.png"
-   "door-3.png"
-   "door-2.png"
-   "door-1.png"
-   "door-0.png")
+  (action
+    (name "closed")
+    (hitbox 0 0 0 0)
+    (images 
+      "door-0.png"
+    )
+  )
+  (action
+    (name "opening")
+    (hitbox 0 0 0 0)
+    (images 
+      "door-0.png"
+      "door-1.png"
+      "door-2.png"
+      "door-3.png"
+      "door-4.png"
+      "door-5.png"
+      "door-6.png"
+      "door-7.png"
+    )
+  )
+  (action
+    (name "open")
+    (hitbox 0 0 0 0)
+    (images 
+      "door-7.png"
+    )
+  )
+  (action
+    (name "closing")
+    (hitbox 0 0 0 0)
+    (images 
+      "door-7.png"
+      "door-6.png"
+      "door-5.png"
+      "door-4.png"
+      "door-3.png"
+      "door-2.png"
+      "door-1.png"
+      "door-0.png"
+    )
   )
 )
index 5956cb5..f21d01c 100644 (file)
 #include "lisp/writer.hpp"
 
 Door::Door(const lisp::Lisp& reader)
+       : state(CLOSED)
 {
   reader.get("x", bbox.p1.x);
   reader.get("y", bbox.p1.y);
-  bbox.set_size(32, 64);
-
   reader.get("sector", target_sector);
   reader.get("spawnpoint", target_spawnpoint);
 
   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, 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("images/objects/door/door.sprite");
+  sprite->set_action("closed");
+  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());  
 }
 
 Door::~Door()
@@ -75,10 +78,28 @@ Door::write(lisp::Writer& writer)
 void
 Door::update(float )
 {
-  //Check if door animation is complete
-  if(sprite->animation_done()) {
-    sprite->set_action("normal");
-    GameSession::current()->respawn(target_sector, target_spawnpoint);
+  switch (state) {
+    case CLOSED:
+      break;
+    case OPENING:
+      if(sprite->animation_done()) {
+       state = OPEN;
+       sprite->set_action("open");
+       stay_open_timer.start(1.0);
+      }
+      break;
+    case OPEN:
+      if (stay_open_timer.check()) {
+       state = CLOSING;
+       sprite->set_action("closing", 1);
+      }
+      break;
+    case CLOSING:
+      if(sprite->animation_done()) {
+       state = CLOSED;
+       sprite->set_action("closed");
+      }
+      break;
   }
 }
 
@@ -89,11 +110,47 @@ Door::draw(DrawingContext& context)
 }
 
 void
-Door::event(Player& , EventType type)
+Door::event(Player& who, EventType type)
+{
+  switch (state) {
+    case CLOSED:
+      if (type == EVENT_ACTIVATE) {
+       state = OPENING;
+       sprite->set_action("opening", 1);
+      }
+      break;
+    case OPENING:
+      break;
+    case OPEN:
+      break;
+    case CLOSING:
+      break;
+  }
+}
+
+HitResponse
+Door::collision(GameObject& other, const CollisionHit& hit)
 {
-  if(type == EVENT_ACTIVATE) {
-    sprite->set_action("open", 1);
+  switch (state) {
+    case CLOSED:
+      break;
+    case OPENING:
+      break;
+    case OPEN:
+      {
+       Player* player = dynamic_cast<Player*> (&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");
index 14e359a..af7d218 100644 (file)
@@ -27,6 +27,7 @@
 #include "trigger_base.hpp"
 #include "serializable.hpp"
 #include "timer.hpp"
+#include "object/player.hpp"
 
 class Door : public TriggerBase, public Serializable
 {
@@ -40,11 +41,21 @@ public:
   virtual void update(float elapsed_time);
   virtual void draw(DrawingContext& context);
   virtual void event(Player& player, EventType type);
-
+  virtual HitResponse collision(GameObject& other, const CollisionHit& hit);
 private:
+  enum DoorState {
+    CLOSED,
+    OPENING,
+    OPEN,
+    CLOSING
+  };
+
+  DoorState state;
   std::string target_sector;
   std::string target_spawnpoint;
   Sprite* sprite;
+  Timer stay_open_timer;
 };
 
 #endif