/minild29

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bzr branch http://9ix.org/bzr/minild29
1 by Josh C
initial commit
1
#include "Dark.h"
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
2
#include <cmath>
1 by Josh C
initial commit
3
4
namespace Dark
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{
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  Player::Player() : Entity(),
15 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)
1 by Josh C
initial commit
10
  {
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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);
9 by Josh C
creatures move less, make everything smaller
15
    scale = Vector2(0.25, 0.25);
1 by Josh C
initial commit
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    AddTag("player");
7 by Josh C
footsteps
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    footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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    footsteps->SetLoops(0); //loop indefinitely
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();
1 by Josh C
initial commit
23
    
9 by Josh C
creatures move less, make everything smaller
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    SetCollider(new RectangleCollider(16, 16));
10 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?
1 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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3 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;}
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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    float magnitude = velocity.GetMagnitude();
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    footsteps->SetVolume(magnitude / MAXSPEED);
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    // How far away can they hear your footsteps?
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    // The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
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    noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
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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1 by Josh C
initial commit
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    //Scene::GetCamera()->position = position;
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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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  Creature::Creature() : Entity(),
6 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),
19 by Josh C
beginnings of "stalk" state
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			 ACCELERATION(1200),
20 by Josh C
some more stalk logic
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			 STALKSPEED(5.0f),
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			 HUNTSPEED(80.0f)
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
100
  {
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    sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
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    sprite->Add("idle", 0, 0, 0.35f);
8 by Josh C
harder to see creatures
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    sprite->Add("move", 1, 2, 4.0f);
5 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);
9 by Josh C
creatures move less, make everything smaller
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    scale = Vector2(0.25, 0.25);
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
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    AddTag("creature");
9 by Josh C
creatures move less, make everything smaller
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    SetCollider(new RectangleCollider(16, 16));
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
110
6 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
17 by Josh C
alert noise
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    alert = Assets::RequestAudio("alert.ogg");
19 by Josh C
beginnings of "stalk" state
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    stalk = Assets::RequestAudio("stalk.ogg");
17 by Josh C
alert noise
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9 by Josh C
creatures move less, make everything smaller
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    velocity = Vector2::Random() * MAXSPEED;
5 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
6 by Josh C
skittering blue square
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    aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
17 by Josh C
alert noise
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    state = "idle";
5 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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16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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    if (state == "idle" || state == "wander") 
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
129
      {
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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	aiTime += Monocle::deltaTime;
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	if (aiTime > 1.0f)
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	  {
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	    switch (rand() % 3)
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	      {
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	      case 0: // idle
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		//printf("idle\n");
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		direction = Vector2::zero;
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		state = "idle";
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		break;
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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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	      }
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	    aiTime = 0.0f;
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	  }
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	Player *player = ((DarkScene *)scene)->player;
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	if ( (player->position - position).GetSquaredMagnitude() < 
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	     pow(player->noisiness, 2) )
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	  {
17 by Josh C
alert noise
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	    //printf("alert\n");
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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	    state = "alert";
17 by Josh C
alert noise
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	    alert->Play();
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
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	    direction = Vector2::zero;
18 by Josh C
ping!
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	    Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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	    aiTime = 0.0f; // diff variable?  stateTime?
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
162
	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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      } // if idle or wander
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    else if (state == "alert")
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      {
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	aiTime += Monocle::deltaTime;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
167
	
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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	// if we've been listening past the grace period and hear
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	// something, switch state again
19 by Josh C
beginnings of "stalk" state
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	// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
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	Player *player = ((DarkScene *)scene)->player;
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	if ( aiTime > 1.0f && 
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	     (player->position - position).GetSquaredMagnitude() < 
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	     pow(player->noisiness * 2, 2) )
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	  {
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	    state = "stalk";
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	    stalk->Play();
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	    Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
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	    direction = (player->position - position).GetNormalized() * STALKSPEED;
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	    aiTime = 0.0f;
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	    noiseTime = 0.0f;
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	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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	// if we've been listening a long time, switch back to idle
17 by Josh C
alert noise
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	if (aiTime > 5.0f) {
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	  //printf("end alert\n");
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	  state = "idle";
19 by Josh C
beginnings of "stalk" state
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	  aiTime = 0.0f;
17 by Josh C
alert noise
189
	}
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
190
      }
19 by Josh C
beginnings of "stalk" state
191
    else if (state == "stalk")
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      {
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	aiTime += Monocle::deltaTime;
20 by Josh C
some more stalk logic
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	noiseTime += Monocle::deltaTime;
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	// Go to HUNT if:
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	// * it's been >1s & we hear the player
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	// * we collide with the player
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	Player *player = ((DarkScene *)scene)->player;
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	if ((aiTime > 1.0f &&  
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	     (player->position - position).GetSquaredMagnitude() < 
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	     pow(player->noisiness, 2) )
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	    || Collide("player")
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	    )
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	  {
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	    state == "hunt";
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	    direction = (player->position - position).GetNormalized() * HUNTSPEED;
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	    // Play hunt noise (REEET!)
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	  }
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19 by Josh C
beginnings of "stalk" state
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	//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
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	// if we hit a wall, call off the search?
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	//we'll want to play that sound again
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	// do others go ALERT if we start stalking?
20 by Josh C
some more stalk logic
217
	//probably a timeout here too.
19 by Josh C
beginnings of "stalk" state
218
      }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
219
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
220
    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
225
    if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
      velocity = velocity.GetNormalized() * MAXSPEED;
227
6 by Josh C
skittering blue square
228
    bool xcol = false;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
229
    bool ycol = false;
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231
    position.x += velocity.x * Monocle::deltaTime;
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    while (Collide("Solid"))
233
      {
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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;}
6 by Josh C
skittering blue square
250
7 by Josh C
footsteps
251
    if (velocity.GetSquaredMagnitude() > 20)
8 by Josh C
harder to see creatures
252
      {
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
253
	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);
8 by Josh C
harder to see creatures
257
	skitter1->Play();
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	sprite->Play("move");
259
      }
6 by Josh C
skittering blue square
260
    else
8 by Josh C
harder to see creatures
261
      {
262
	skitter1->Pause(); //Stop()?
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	sprite->Play("idle");
264
      }
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
265
  }
266
18 by Josh C
ping!
267
  Ping::Ping() : Entity(),
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		 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
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  {
270
    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
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    SetGraphic(sprite);
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    scale = Vector2::zero;
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  }
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  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
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  {
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    Ping *ping = new Ping();
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    ping->d1 = d1;
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    ping->d2 = d2;
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    ping->t2 = t2;
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    ping->position = pos;
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    Game::GetScene()->Add(ping);
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    return ping;
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  }
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  void Ping::Update()
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  {
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    Entity::Update();
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    // once we're done LERPing, get gone
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    if (t > t2)
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      RemoveSelf();
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    t += Monocle::deltaTime;
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    float scaleFactor = LERP(d1/64, d2/64, t/t2);
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    scale = Vector2(scaleFactor, scaleFactor);
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  }
299
1 by Josh C
initial commit
300
  // Scene
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  DarkScene::DarkScene() : Scene()
303
  {
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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() );
328
    levelEditor->Disable();
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330
    // load level from files
331
    Level::LoadProject("project.xml");
332
    Level::Load("level.xml", this);
4 by Josh C
invisible walls and code to bump into them
333
13 by Josh C
visible walls
334
    std::list<Entity*> *walls = GetAllTag("wall");
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    for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
4 by Josh C
invisible walls and code to bump into them
336
      {
337
        Entity *e = (*i);
338
        Vector2 s = e->scale;
339
        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
340
      }
1 by Josh C
initial commit
341
   
11 by Josh C
disappear darkness mask in editor mode
342
    player = new Player();
1 by Josh C
initial commit
343
    player->position = Graphics::GetScreenCenter();
344
    Add(player);
10 by Josh C
"light" in the dark
345
    Add(player->dark);
1 by Josh C
initial commit
346
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
347
    Creature *creature = new Creature;
348
    creature->position = Graphics::GetScreenCenter();
349
    Add(creature);
350
7 by Josh C
footsteps
351
    Creature *creature2 = new Creature;
352
    creature2->position = Graphics::GetScreenCenter();
353
    Add(creature2);
354
10 by Josh C
"light" in the dark
355
    Graphics::SetBackgroundColor(Color::green * 0.2f);
1 by Josh C
initial commit
356
357
  }
358
359
  void DarkScene::Update()
360
  {
361
    Scene::Update();
362
363
    if (Input::IsKeyPressed(KEY_ESCAPE))
364
      Game::Quit();
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    if (isPaused)
367
      {
368
	if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL))
369
	  Level::Save();
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	if (Input::IsKeyPressed(KEY_A))
372
	  Scene::GetCamera()->position.x -= 600;
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	if (Input::IsKeyPressed(KEY_D))
375
	  Scene::GetCamera()->position.x += 600;
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      }
377
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    if (Input::IsKeyPressed(KEY_TAB))
379
      {
380
        // if we're not doing anything in the levelEditor...
381
        if (levelEditor->GetState() == FTES_NONE)
382
          {
383
            isPaused = !isPaused;
384
            
11 by Josh C
disappear darkness mask in editor mode
385
            if (isPaused) {
12 by Josh C
drastically less hacky way to hide the darkness
386
	      player->dark->isVisible = false;
1 by Josh C
initial commit
387
	      levelEditor->Enable();
11 by Josh C
disappear darkness mask in editor mode
388
	    } else {
1 by Josh C
initial commit
389
	      levelEditor->Disable();
12 by Josh C
drastically less hacky way to hide the darkness
390
	      player->dark->isVisible = true;
11 by Josh C
disappear darkness mask in editor mode
391
	    }
1 by Josh C
initial commit
392
          }
393
      }
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395
  }// 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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  {
400
    if (font == NULL)
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      this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f);
402
    else
403
      this->font = font;
11 by Josh C
disappear darkness mask in editor mode
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    SetLayer(-2);
1 by Josh C
initial commit
406
  }
407
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  void Text::Render()
409
  {
410
    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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}