bzr branch
http://9ix.org/bzr/minild29
1
by Josh C
initial commit |
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#include "Dark.h" |
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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#include <cmath> |
1
by Josh C
initial commit |
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namespace Dark |
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{ |
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Player::Player() : Entity(), |
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by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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FRICTION(150), |
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MAXSPEED(150.0f), |
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ACCELERATION(300) |
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1
by Josh C
initial commit |
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{ |
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sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64); |
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sprite->Add("idle", 0, 0, 0.35f); |
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sprite->Play("idle"); |
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SetGraphic(sprite); |
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9
by Josh C
creatures move less, make everything smaller |
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scale = Vector2(0.25, 0.25); |
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by Josh C
initial commit |
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AddTag("player"); |
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by Josh C
footsteps |
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footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg")); |
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footsteps->SetLoops(0); //loop indefinitely |
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15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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footsteps->SetVolume(0); |
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footsteps->Play(); |
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1
by Josh C
initial commit |
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by Josh C
creatures move less, make everything smaller |
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SetCollider(new RectangleCollider(16, 16)); |
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by Josh C
"light" in the dark |
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dark = new Entity(); |
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dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha? |
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by Josh C
initial commit |
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} |
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void Player::Update() |
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{ |
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Entity::Update(); |
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by Josh C
square moving around the screen |
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if (Input::IsKeyMaskHeld("left")) |
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{ |
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velocity.x -= ACCELERATION * Monocle::deltaTime; |
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} |
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if (Input::IsKeyMaskHeld("right")) |
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{ |
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velocity.x += ACCELERATION * Monocle::deltaTime; |
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} |
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if (Input::IsKeyMaskHeld("up")) |
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{ |
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velocity.y -= ACCELERATION * Monocle::deltaTime; |
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} |
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if (Input::IsKeyMaskHeld("down")) |
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{ |
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velocity.y += ACCELERATION * Monocle::deltaTime; |
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} |
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// velocity will approach 0 in steps of FRICTION * dt |
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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime); |
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velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime); |
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15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2)) |
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velocity = velocity.GetNormalized() * MAXSPEED; |
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4
by Josh C
invisible walls and code to bump into them |
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bool xcol = false; |
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bool ycol = false; |
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position.x += velocity.x * Monocle::deltaTime; |
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while (Collide("Solid")) |
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{ |
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xcol = true; |
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if (velocity.x == 0) { break; } |
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//printf("collision1\n"); |
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position.x -= SIGN(velocity.x, 0.1); |
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} |
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if (xcol) {velocity.x = 0;} |
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position.y += velocity.y * Monocle::deltaTime; |
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while (Collide("Solid")) |
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{ |
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ycol = true; |
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if (velocity.y == 0) { break; } |
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//printf("collision2\n"); |
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position.y -= SIGN(velocity.y, 0.1); |
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} |
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if (ycol) {velocity.y = 0;} |
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by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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float vol = velocity.GetMagnitude() / MAXSPEED; |
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footsteps->SetVolume(vol); |
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3
by Josh C
square moving around the screen |
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10
by Josh C
"light" in the dark |
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dark->position = position; |
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by Josh C
initial commit |
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//Scene::GetCamera()->position = position; |
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} |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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Creature::Creature() : Entity(), |
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by Josh C
skittering blue square |
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FRICTION(800), |
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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MAXSPEED(80.0f), |
6
by Josh C
skittering blue square |
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ACCELERATION(1200) |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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{ |
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sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64); |
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sprite->Add("idle", 0, 0, 0.35f); |
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by Josh C
harder to see creatures |
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sprite->Add("move", 1, 2, 4.0f); |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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sprite->Play("idle"); |
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SetGraphic(sprite); |
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by Josh C
creatures move less, make everything smaller |
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scale = Vector2(0.25, 0.25); |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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AddTag("creature"); |
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by Josh C
creatures move less, make everything smaller |
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SetCollider(new RectangleCollider(16, 16)); |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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by Josh C
skittering blue square |
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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg")); |
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skitter1->SetLoops(0); //loop indefinitely |
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by Josh C
creatures move less, make everything smaller |
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velocity = Vector2::Random() * MAXSPEED; |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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//set aiTime to random so creatures tick at different times |
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by Josh C
skittering blue square |
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aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f; |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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} |
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void Creature::Update() |
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{ |
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Entity::Update(); |
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aiTime += Monocle::deltaTime; |
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by Josh C
skittering blue square |
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if (aiTime > 1.0f) |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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{ |
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by Josh C
creatures move less, make everything smaller |
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switch (rand() % 3) |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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{ |
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by Josh C
skittering blue square |
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case 0: // idle |
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//printf("idle\n"); |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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direction = Vector2::zero; |
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state = "idle"; |
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break; |
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by Josh C
skittering blue square |
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case 1: // move |
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if (state != "wander") { |
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//printf("wander\n"); |
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direction = Vector2::Random(); |
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state = "wander"; |
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break; |
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} |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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} |
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aiTime = 0.0f; |
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} |
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velocity += direction * ACCELERATION * Monocle::deltaTime; |
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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime); |
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velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime); |
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||
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2)) |
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velocity = velocity.GetNormalized() * MAXSPEED; |
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||
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by Josh C
skittering blue square |
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bool xcol = false; |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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bool ycol = false; |
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position.x += velocity.x * Monocle::deltaTime; |
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while (Collide("Solid")) |
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{ |
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xcol = true; |
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if (velocity.x == 0) { break; } |
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//printf("collision1\n"); |
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position.x -= SIGN(velocity.x, 0.1); |
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} |
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if (xcol) {velocity.x = 0;} |
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position.y += velocity.y * Monocle::deltaTime; |
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while (Collide("Solid")) |
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{ |
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ycol = true; |
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if (velocity.y == 0) { break; } |
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//printf("collision2\n"); |
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position.y -= SIGN(velocity.y, 0.1); |
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} |
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if (ycol) {velocity.y = 0;} |
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6
by Josh C
skittering blue square |
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7
by Josh C
footsteps |
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if (velocity.GetSquaredMagnitude() > 20) |
8
by Josh C
harder to see creatures |
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{ |
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
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Vector2 distance = ((DarkScene *)scene)->player->position - position; |
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// at distance 0, vol should be 1.0. at 800, it should be 0. |
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float vol = (distance.GetMagnitude() / -800.0f) + 1.0f; |
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skitter1->SetVolume(vol); |
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8
by Josh C
harder to see creatures |
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skitter1->Play(); |
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sprite->Play("move"); |
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} |
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by Josh C
skittering blue square |
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else |
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by Josh C
harder to see creatures |
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{ |
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skitter1->Pause(); //Stop()? |
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sprite->Play("idle"); |
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} |
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5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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} |
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1
by Josh C
initial commit |
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// Scene |
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DarkScene::DarkScene() : Scene() |
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{ |
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} |
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void DarkScene::Begin() |
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{ |
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Scene::Begin(); |
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Graphics::Set2D(1024, 768); |
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Text *inst2 = new Text("Press ESC to quit"); |
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inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner |
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Add(inst2); |
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Input::DefineMaskKey("left", KEY_LEFT); |
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Input::DefineMaskKey("right", KEY_RIGHT); |
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Input::DefineMaskKey("up", KEY_UP); |
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Input::DefineMaskKey("down", KEY_DOWN); |
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Input::DefineMaskKey("up", KEY_W); |
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Input::DefineMaskKey("left", KEY_A); |
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Input::DefineMaskKey("down", KEY_S); |
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Input::DefineMaskKey("right", KEY_D); |
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// level editor |
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Add( levelEditor = new LevelEditor() ); |
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levelEditor->Disable(); |
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// load level from files |
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Level::LoadProject("project.xml"); |
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Level::Load("level.xml", this); |
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4
by Josh C
invisible walls and code to bump into them |
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13
by Josh C
visible walls |
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std::list<Entity*> *walls = GetAllTag("wall"); |
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for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i) |
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4
by Josh C
invisible walls and code to bump into them |
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{ |
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Entity *e = (*i); |
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Vector2 s = e->scale; |
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e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64)); |
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} |
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1
by Josh C
initial commit |
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11
by Josh C
disappear darkness mask in editor mode |
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player = new Player(); |
1
by Josh C
initial commit |
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player->position = Graphics::GetScreenCenter(); |
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Add(player); |
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10
by Josh C
"light" in the dark |
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Add(player->dark); |
1
by Josh C
initial commit |
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5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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Creature *creature = new Creature; |
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creature->position = Graphics::GetScreenCenter(); |
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Add(creature); |
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by Josh C
footsteps |
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Creature *creature2 = new Creature; |
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creature2->position = Graphics::GetScreenCenter(); |
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Add(creature2); |
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10
by Josh C
"light" in the dark |
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Graphics::SetBackgroundColor(Color::green * 0.2f); |
1
by Josh C
initial commit |
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} |
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void DarkScene::Update() |
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{ |
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Scene::Update(); |
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if (Input::IsKeyPressed(KEY_ESCAPE)) |
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Game::Quit(); |
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if (isPaused) |
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{ |
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if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL)) |
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Level::Save(); |
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if (Input::IsKeyPressed(KEY_A)) |
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Scene::GetCamera()->position.x -= 600; |
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if (Input::IsKeyPressed(KEY_D)) |
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Scene::GetCamera()->position.x += 600; |
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} |
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if (Input::IsKeyPressed(KEY_TAB)) |
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{ |
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// if we're not doing anything in the levelEditor... |
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if (levelEditor->GetState() == FTES_NONE) |
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{ |
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isPaused = !isPaused; |
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by Josh C
disappear darkness mask in editor mode |
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if (isPaused) { |
12
by Josh C
drastically less hacky way to hide the darkness |
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player->dark->isVisible = false; |
1
by Josh C
initial commit |
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levelEditor->Enable(); |
11
by Josh C
disappear darkness mask in editor mode |
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} else { |
1
by Josh C
initial commit |
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levelEditor->Disable(); |
12
by Josh C
drastically less hacky way to hide the darkness |
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player->dark->isVisible = true; |
11
by Josh C
disappear darkness mask in editor mode |
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} |
1
by Josh C
initial commit |
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} |
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} |
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}// DarkScene::Update |
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Text::Text(const std::string& text, FontAsset* font) |
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: Entity(), text(text) |
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{ |
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if (font == NULL) |
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this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f); |
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else |
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this->font = font; |
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11
by Josh C
disappear darkness mask in editor mode |
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SetLayer(-2); |
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1
by Josh C
initial commit |
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} |
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void Text::Render() |
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{ |
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Graphics::PushMatrix(); |
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// place text directly relative to camera |
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Graphics::Translate(scene->GetCamera()->position + position); |
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Graphics::SetBlend(BLEND_ALPHA); |
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Graphics::SetColor(Color::white); |
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Graphics::BindFont(font); |
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Graphics::RenderText(*font, text, 0, 0); |
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Graphics::PopMatrix(); |
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} |
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} |