/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
5
{
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  Player::Player() : Entity(),
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
7
		     FRICTION(150),
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		     MAXSPEED(150.0f),
9
		     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
16
17
    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
21
    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
24
    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
28
  }
29
30
  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
34
    if (Input::IsKeyMaskHeld("left"))
35
      {
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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
55
    if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
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      velocity = velocity.GetNormalized() * MAXSPEED;
57
4 by Josh C
invisible walls and code to bump into them
58
    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
88
10 by Josh C
"light" in the dark
89
    dark->position = position;
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1 by Josh C
initial commit
91
    //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
94
  Creature::Creature() : Entity(),
6 by Josh C
skittering blue square
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			 FRICTION(800),
19 by Josh C
beginnings of "stalk" state
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			 ACCELERATION(1200),
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
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			 DEFAULT_MAXSPEED(80.0f),
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			 STALKSPEED(20.0f)
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
99
  {
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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
102
    sprite->Add("move", 1, 2, 4.0f);
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
103
    sprite->Add("slowmove", 1, 2, 2.0f);
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
104
    sprite->Play("idle");
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    SetGraphic(sprite);
9 by Josh C
creatures move less, make everything smaller
106
    scale = Vector2(0.25, 0.25);
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
107
108
    AddTag("creature");
9 by Josh C
creatures move less, make everything smaller
109
    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
111
    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");
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
114
    sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
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    sniff->SetLoops(0);
17 by Josh C
alert noise
116
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
117
    maxspeed = DEFAULT_MAXSPEED;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
118
119
    //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
123
  }
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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
129
    if (state == "idle" || state == "wander") 
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
130
      {
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
131
	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
157
	    //printf("alert\n");
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
158
	    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
160
	    direction = Vector2::zero;
18 by Josh C
ping!
161
	    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
162
	    aiTime = 0.0f; // diff variable?  stateTime?
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
163
	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
164
      } // if idle or wander
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    else if (state == "alert")
166
      {
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	aiTime += Monocle::deltaTime;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
168
	
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
169
	// 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
171
	// 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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	  {
177
	    state = "stalk";
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	    Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
179
	    direction = (player->position - position).GetNormalized();
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	    maxspeed = STALKSPEED;
19 by Josh C
beginnings of "stalk" state
181
	    aiTime = 0.0f;
182
	    noiseTime = 0.0f;
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	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
184
185
	// if we've been listening a long time, switch back to idle
17 by Josh C
alert noise
186
	if (aiTime > 5.0f) {
187
	  //printf("end alert\n");
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	  state = "idle";
19 by Josh C
beginnings of "stalk" state
189
	  aiTime = 0.0f;
17 by Josh C
alert noise
190
	}
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
191
      }
19 by Josh C
beginnings of "stalk" state
192
    else if (state == "stalk")
193
      {
194
	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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	  {
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
207
	    //state = "hunt";
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	    direction = (player->position - position).GetNormalized();
209
	    //maxspeed = DEFAULT_MAXSPEED;
20 by Josh C
some more stalk logic
210
	    // Play hunt noise (REEET!)
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	  }
213
	  
214
	  
19 by Josh C
beginnings of "stalk" state
215
	//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
216
	// if we hit a wall, call off the search?
217
	//we'll want to play that sound again
218
	// do others go ALERT if we start stalking?
20 by Josh C
some more stalk logic
219
	//probably a timeout here too.
19 by Josh C
beginnings of "stalk" state
220
      }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
221
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
222
    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);
226
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
227
    if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
228
      velocity = velocity.GetNormalized() * maxspeed;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
229
6 by Josh C
skittering blue square
230
    bool xcol = false;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
231
    bool ycol = false;
232
233
    position.x += velocity.x * Monocle::deltaTime;
234
    while (Collide("Solid"))
235
      {
236
	xcol = true;
237
	if (velocity.x == 0) { break; }
238
	//printf("collision1\n");
239
	position.x -= SIGN(velocity.x, 0.1);
240
      }
241
    if (xcol) {velocity.x = 0;}
242
243
    position.y += velocity.y * Monocle::deltaTime;
244
    while (Collide("Solid"))
245
      {
246
	ycol = true;
247
	if (velocity.y == 0) { break; }
248
	//printf("collision2\n");
249
	position.y -= SIGN(velocity.y, 0.1);
250
      }
251
    if (ycol) {velocity.y = 0;}
6 by Josh C
skittering blue square
252
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
253
    Vector2 distance = ((DarkScene *)scene)->player->position - position;
254
    if (state == "stalk")
255
      {
256
	float vol = (distance.GetMagnitude() / 250.0f) + 1.0f;
257
	sniff->SetVolume(vol);
258
	sniff->Play();
259
	sprite->Play("slowmove");
260
      }
261
    else if (velocity.GetSquaredMagnitude() > 20)
262
      {
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
263
	// at distance 0, vol should be 1.0.  at 800, it should be 0.
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
264
	float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
265
	skitter1->SetVolume(vol);
8 by Josh C
harder to see creatures
266
	skitter1->Play();
267
	sprite->Play("move");
268
      }
6 by Josh C
skittering blue square
269
    else
8 by Josh C
harder to see creatures
270
      {
271
	skitter1->Pause(); //Stop()?
272
	sprite->Play("idle");
273
      }
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
274
  }
275
18 by Josh C
ping!
276
  Ping::Ping() : Entity(),
277
		 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
278
  {
279
    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
280
    SetGraphic(sprite);
281
    scale = Vector2::zero;
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  }
283
284
  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
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  {
286
    Ping *ping = new Ping();
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    ping->d1 = d1;
288
    ping->d2 = d2;
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    ping->t2 = t2;
290
    ping->position = pos;
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    Game::GetScene()->Add(ping);
293
    return ping;
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  }
295
296
  void Ping::Update()
297
  {
298
    Entity::Update();
299
300
    // once we're done LERPing, get gone
301
    if (t > t2)
302
      RemoveSelf();
303
304
    t += Monocle::deltaTime;
305
    float scaleFactor = LERP(d1/64, d2/64, t/t2);
306
    scale = Vector2(scaleFactor, scaleFactor);
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  }
308
1 by Josh C
initial commit
309
  // Scene
310
311
  DarkScene::DarkScene() : Scene()
312
  {
313
  }
314
  
315
  void DarkScene::Begin()
316
  {
317
    Scene::Begin();
318
319
    Graphics::Set2D(1024, 768);
320
321
    Text *inst2 = new Text("Press ESC to quit");
322
    inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
323
    Add(inst2);
324
325
    Input::DefineMaskKey("left", KEY_LEFT);
326
    Input::DefineMaskKey("right", KEY_RIGHT);
327
    Input::DefineMaskKey("up", KEY_UP);
328
    Input::DefineMaskKey("down", KEY_DOWN);
329
330
    Input::DefineMaskKey("up", KEY_W);
331
    Input::DefineMaskKey("left", KEY_A);
332
    Input::DefineMaskKey("down", KEY_S);
333
    Input::DefineMaskKey("right", KEY_D);
334
335
    // level editor
336
    Add( levelEditor = new LevelEditor() );
337
    levelEditor->Disable();
338
339
    // load level from files
340
    Level::LoadProject("project.xml");
341
    Level::Load("level.xml", this);
4 by Josh C
invisible walls and code to bump into them
342
21 by Josh C
player and creature spawners in level editor
343
    HideSpawners();
344
    Spawn();
345
13 by Josh C
visible walls
346
    std::list<Entity*> *walls = GetAllTag("wall");
347
    for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
4 by Josh C
invisible walls and code to bump into them
348
      {
349
        Entity *e = (*i);
350
        Vector2 s = e->scale;
351
        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
352
      }
1 by Josh C
initial commit
353
   
21 by Josh C
player and creature spawners in level editor
354
    Graphics::SetBackgroundColor(Color::green * 0.2f);
355
356
  }
357
358
  void DarkScene::HideSpawners()
359
  {
360
    std::list<Entity*> *spawners = GetAllTag("spawner");
361
    if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
362
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
363
      (*i)->isVisible = false;
364
  }
365
366
  void DarkScene::ShowSpawners()
367
  {
368
    std::list<Entity*> *spawners = GetAllTag("spawner");
369
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
370
      (*i)->isVisible = true;
371
  }
372
  
373
  void DarkScene::Spawn()
374
  {
375
    Entity* playersp = GetFirstEntityWithTag("playerspawner");
11 by Josh C
disappear darkness mask in editor mode
376
    player = new Player();
21 by Josh C
player and creature spawners in level editor
377
    player->position = playersp->position;;
1 by Josh C
initial commit
378
    Add(player);
10 by Josh C
"light" in the dark
379
    Add(player->dark);
1 by Josh C
initial commit
380
21 by Josh C
player and creature spawners in level editor
381
    std::list<Entity*> *spawners = GetAllTag("creaturespawner");
382
    // Ugh, monocle is double-entering all the tags...
383
    spawners->sort();
384
    spawners->unique();
385
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
386
      {
387
	Creature *creature = new Creature();
388
	creature->position = (*i)->position;
389
	Add(creature);
390
      }
1 by Josh C
initial commit
391
  }
392
393
  void DarkScene::Update()
394
  {
395
    Scene::Update();
396
397
    if (Input::IsKeyPressed(KEY_ESCAPE))
398
      Game::Quit();
399
400
    if (isPaused)
401
      {
402
	if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL))
403
	  Level::Save();
404
405
	if (Input::IsKeyPressed(KEY_A))
406
	  Scene::GetCamera()->position.x -= 600;
407
408
	if (Input::IsKeyPressed(KEY_D))
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	  Scene::GetCamera()->position.x += 600;
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      }
411
412
    if (Input::IsKeyPressed(KEY_TAB))
413
      {
414
        // if we're not doing anything in the levelEditor...
415
        if (levelEditor->GetState() == FTES_NONE)
416
          {
417
            isPaused = !isPaused;
418
            
11 by Josh C
disappear darkness mask in editor mode
419
            if (isPaused) {
12 by Josh C
drastically less hacky way to hide the darkness
420
	      player->dark->isVisible = false;
21 by Josh C
player and creature spawners in level editor
421
	      ShowSpawners();
1 by Josh C
initial commit
422
	      levelEditor->Enable();
11 by Josh C
disappear darkness mask in editor mode
423
	    } else {
21 by Josh C
player and creature spawners in level editor
424
	      HideSpawners();
1 by Josh C
initial commit
425
	      levelEditor->Disable();
12 by Josh C
drastically less hacky way to hide the darkness
426
	      player->dark->isVisible = true;
11 by Josh C
disappear darkness mask in editor mode
427
	    }
1 by Josh C
initial commit
428
          }
429
      }
430
431
  }// DarkScene::Update
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433
  Text::Text(const std::string& text, FontAsset* font)
434
    : Entity(), text(text)
435
  {
436
    if (font == NULL)
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      this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f);
438
    else
439
      this->font = font;
11 by Josh C
disappear darkness mask in editor mode
440
441
    SetLayer(-2);
1 by Josh C
initial commit
442
  }
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444
  void Text::Render()
445
  {
446
    Graphics::PushMatrix();
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    // place text directly relative to camera
449
    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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}