#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()
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;
}
}
}
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");
#include "trigger_base.hpp"
#include "serializable.hpp"
#include "timer.hpp"
+#include "object/player.hpp"
class Door : public TriggerBase, public Serializable
{
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