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), |
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ACCELERATION(300) |
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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); |
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9
by Josh C
creatures move less, make everything smaller |
15 |
scale = Vector2(0.25, 0.25); |
1
by Josh C
initial commit |
16 |
|
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AddTag("player"); |
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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 |
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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(); |
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1
by Josh C
initial commit |
23 |
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9
by Josh C
creatures move less, make everything smaller |
24 |
SetCollider(new RectangleCollider(16, 16)); |
10
by Josh C
"light" in the dark |
25 |
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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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1
by Josh C
initial commit |
28 |
} |
29 |
||
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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 |
34 |
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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||
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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; |
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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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||
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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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||
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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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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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||
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footsteps->SetVolume(magnitude / MAXSPEED); |
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||
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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; |
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3
by Josh C
square moving around the screen |
88 |
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10
by Josh C
"light" in the dark |
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dark->position = position; |
90 |
||
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 |
95 |
FRICTION(800), |
19
by Josh C
beginnings of "stalk" state |
96 |
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) |
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5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
99 |
{ |
100 |
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64); |
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sprite->Add("idle", 0, 0, 0.35f); |
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8
by Josh C
harder to see creatures |
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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); |
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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 |
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AddTag("creature"); |
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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")); |
112 |
skitter1->SetLoops(0); //loop indefinitely |
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17
by Josh C
alert noise |
113 |
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); |
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17
by Josh C
alert noise |
116 |
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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 |
|
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//set aiTime to random so creatures tick at different times |
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6
by Josh C
skittering blue square |
120 |
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f; |
17
by Josh C
alert noise |
121 |
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state = "idle"; |
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5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
123 |
} |
124 |
||
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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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||
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aiTime = 0.0f; |
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} |
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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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{ |
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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 |
159 |
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! |
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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 |
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") |
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{ |
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aiTime += Monocle::deltaTime; |
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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 |
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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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{ |
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state = "stalk"; |
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Ping::NewPing(position, 8.0f, 32.0f, 0.15f); |
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22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
179 |
direction = (player->position - position).GetNormalized(); |
180 |
maxspeed = STALKSPEED; |
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19
by Josh C
beginnings of "stalk" state |
181 |
aiTime = 0.0f; |
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noiseTime = 0.0f; |
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} |
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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 |
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17
by Josh C
alert noise |
186 |
if (aiTime > 5.0f) { |
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//printf("end alert\n"); |
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state = "idle"; |
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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") |
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{ |
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194 |
aiTime += Monocle::deltaTime; |
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20
by Josh C
some more stalk logic |
195 |
noiseTime += Monocle::deltaTime; |
196 |
||
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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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22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
207 |
//state = "hunt"; |
208 |
direction = (player->position - position).GetNormalized(); |
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209 |
//maxspeed = DEFAULT_MAXSPEED; |
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20
by Josh C
some more stalk logic |
210 |
// Play hunt noise (REEET!) |
211 |
||
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} |
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||
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? |
|
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//we'll want to play that sound again |
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// do others go ALERT if we start stalking? |
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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; |
223 |
||
224 |
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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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; |
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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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241 |
if (xcol) {velocity.x = 0;} |
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242 |
||
243 |
position.y += velocity.y * Monocle::deltaTime; |
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244 |
while (Collide("Solid")) |
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{ |
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246 |
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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251 |
if (ycol) {velocity.y = 0;} |
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6
by Josh C
skittering blue square |
252 |
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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") |
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255 |
{ |
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256 |
float vol = (distance.GetMagnitude() / 250.0f) + 1.0f; |
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257 |
sniff->SetVolume(vol); |
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sniff->Play(); |
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259 |
sprite->Play("slowmove"); |
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260 |
} |
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261 |
else if (velocity.GetSquaredMagnitude() > 20) |
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262 |
{ |
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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()? |
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272 |
sprite->Play("idle"); |
|
273 |
} |
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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); |
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280 |
SetGraphic(sprite); |
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281 |
scale = Vector2::zero; |
|
282 |
} |
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283 |
||
284 |
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2) |
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285 |
{ |
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286 |
Ping *ping = new Ping(); |
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287 |
ping->d1 = d1; |
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288 |
ping->d2 = d2; |
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289 |
ping->t2 = t2; |
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290 |
ping->position = pos; |
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291 |
||
292 |
Game::GetScene()->Add(ping); |
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293 |
return ping; |
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294 |
} |
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295 |
||
296 |
void Ping::Update() |
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297 |
{ |
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298 |
Entity::Update(); |
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299 |
||
300 |
// once we're done LERPing, get gone |
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301 |
if (t > t2) |
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302 |
RemoveSelf(); |
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303 |
||
304 |
t += Monocle::deltaTime; |
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305 |
float scaleFactor = LERP(d1/64, d2/64, t/t2); |
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306 |
scale = Vector2(scaleFactor, scaleFactor); |
|
307 |
} |
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308 |
||
1
by Josh C
initial commit |
309 |
// Scene |
310 |
||
311 |
DarkScene::DarkScene() : Scene() |
|
312 |
{ |
|
313 |
} |
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314 |
||
315 |
void DarkScene::Begin() |
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316 |
{ |
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317 |
Scene::Begin(); |
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318 |
||
319 |
Graphics::Set2D(1024, 768); |
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320 |
||
321 |
Text *inst2 = new Text("Press ESC to quit"); |
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322 |
inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner |
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323 |
Add(inst2); |
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324 |
||
325 |
Input::DefineMaskKey("left", KEY_LEFT); |
|
326 |
Input::DefineMaskKey("right", KEY_RIGHT); |
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327 |
Input::DefineMaskKey("up", KEY_UP); |
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328 |
Input::DefineMaskKey("down", KEY_DOWN); |
|
329 |
||
330 |
Input::DefineMaskKey("up", KEY_W); |
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331 |
Input::DefineMaskKey("left", KEY_A); |
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332 |
Input::DefineMaskKey("down", KEY_S); |
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333 |
Input::DefineMaskKey("right", KEY_D); |
|
334 |
||
335 |
// level editor |
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336 |
Add( levelEditor = new LevelEditor() ); |
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337 |
levelEditor->Disable(); |
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338 |
||
339 |
// load level from files |
|
340 |
Level::LoadProject("project.xml"); |
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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); |
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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 |
} |
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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... |
|
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spawners->sort(); |
|
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spawners->unique(); |
|
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i) |
|
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{ |
|
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Creature *creature = new Creature(); |
|
388 |
creature->position = (*i)->position; |
|
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Add(creature); |
|
390 |
} |
|
1
by Josh C
initial commit |
391 |
} |
392 |
||
393 |
void DarkScene::Update() |
|
394 |
{ |
|
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Scene::Update(); |
|
396 |
||
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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 |
||
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if (Input::IsKeyPressed(KEY_D)) |
|
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Scene::GetCamera()->position.x += 600; |
|
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} |
|
411 |
||
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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... |
|
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 |
|
432 |
||
433 |
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 |
|
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 |
} |
443 |
||
444 |
void Text::Render() |
|
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{ |
|
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Graphics::PushMatrix(); |
|
447 |
||
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// place text directly relative to camera |
|
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Graphics::Translate(scene->GetCamera()->position + position); |
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450 |
||
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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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454 |
||
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Graphics::RenderText(*font, text, 0, 0); |
|
456 |
Graphics::PopMatrix(); |
|
457 |
} |
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458 |
||
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} |