# Swinging Doors

Start by making two sectors, attached to each other by a single wall. Make one of the sectors bigger than the other, with clearance on either side of the red line as pictured. The top sector must be taller than the red line, so that when the door swings open, it has room. |

Insert a vertice somewhere in the middle of the red line. Start drawing a sector from one of the corners of the smaller room, touching the larger room. We want to make a penisula sector inside the larger room. Make at least four sides for now. Finish this penisula sector on the vertice you inserted on the red line. Make the sector big enough so that you can place sprites and change tiles & heights easily. You'll want to shrink the sector down when it's finished to the appropriate size of a door, but for now give yourself some room to work. I've made the top sector rather small for graphic-size constraints. You should make the sector large enough to accomodate the swinging door; ie the longest wall of your door should be shorter than the room you have allocated for the door to swing into. |

Drag the vertice you inserted earlier (on the red line) to the corner you used as the starting point (pivot) of your penisula, so that the vertice will be deleted. It is critcal that only one of the vertices of our door sector share the point with another sector. We had to insert the vertice on the red line earlier because the BUILD editor won't allow you to use that corner vertice again. It's just a little caveat. |

Insert a SE within our door sector. Change that SE lotag to 11, which is for Rotate Sector Door. Assign a unique Swinging door hitag to the SE. Multiple SE-11 with the same hitag will all open, or rotate, at the same time. This is useful for double doors. Change the sector lotag to 23. |

Turn off Tag Display by hitting CTRL-T, so that you can see the angle of the sprite better. Switch over to 3d mode and set your tiles and floor/ceiling heights of the door sector accordingly. The entire sector will rotate, both ceiling and floor. Set the door sector ceiling to the same height as its parent sector's ceiling if you want to see just the lower part move when playing. Switch back to 2d mode and Turn off grid lock by hitting 'L'. Move the vertices of your door to fit the width of your opening, like the picture below. Insert two vertices, really close to the pivot point. I've marked them with little green arrows here. These points will stop the tile squishing that occurs when our door is rotated open. Build takes all of the points of our door sector and rotates them around the SE-11. Well, any points attached to permanent walls will rotate with the door as well, messing up the tile alignment.

You can overlap red lines and other vertices here because the door sector only shares that single point. Also move the SE to the very corner, or pivot point. Look at the angle of the SE by noting the line coming from the sprite's circle point. If the line is extending upwards from the circle, the door will rotate counter-clockwise. If the line is extending downwards, the door will rotate clockwise (the BUILDHLP file has it backwards). Insert a MusicAndSFX sprite within the door sector. Change the MSFX hitag and lotag to 165, a nice door-sound. The MSFX hitag is for the door closing, the MSFX lotag is for the door opening.

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