/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
{
6
  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
  {
11
    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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19
    footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
20
    footsteps->SetLoops(0); //loop indefinitely
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
21
    footsteps->SetVolume(0);
22
    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
25
26
    dark = new Entity();
27
    dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
1 by Josh C
initial commit
28
  }
29
30
  void Player::Update()
31
  {
32
    Entity::Update();
33
3 by Josh C
square moving around the screen
34
    if (Input::IsKeyMaskHeld("left"))
35
      {
36
	velocity.x -= ACCELERATION * Monocle::deltaTime;
37
      }
38
    if (Input::IsKeyMaskHeld("right"))
39
      {
40
	velocity.x += ACCELERATION * Monocle::deltaTime;
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      }
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    if (Input::IsKeyMaskHeld("up"))
43
      {
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	velocity.y -= ACCELERATION * Monocle::deltaTime;
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      }
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    if (Input::IsKeyMaskHeld("down"))
47
      {
48
	velocity.y += ACCELERATION * Monocle::deltaTime;
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      }
50
    
51
    // 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))
56
      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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61
    position.x += velocity.x * Monocle::deltaTime;
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    while (Collide("Solid"))
63
      {
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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"))
73
      {
74
	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
80
    
81
    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;
90
1 by Josh C
initial commit
91
    //Scene::GetCamera()->position = position;
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  }
93
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
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)
97
			 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
  {
100
    sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
    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");
105
    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
26 by Josh C
now they chase you (hunt)
111
    alert = Assets::RequestAudio("alert.ogg");
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    freakout = Assets::RequestAudio("freakout.ogg");
6 by Josh C
skittering blue square
113
    skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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    skitter1->SetLoops(0); //loop indefinitely
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
115
    sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
116
    sniff->SetLoops(0);
17 by Josh C
alert noise
117
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
118
    maxspeed = DEFAULT_MAXSPEED;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
119
120
    //set aiTime to random so creatures tick at different times
6 by Josh C
skittering blue square
121
    aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
17 by Josh C
alert noise
122
123
    state = "idle";
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
124
  }
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  void Creature::Update()
127
  {
128
    Entity::Update();
129
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
130
    if (state == "idle" || state == "wander") 
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
131
      {
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
132
	aiTime += Monocle::deltaTime;
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	if (aiTime > 1.0f)
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	  {
135
	    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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	      }
150
	    
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	    aiTime = 0.0f;
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	  }
153
	
154
	Player *player = ((DarkScene *)scene)->player;
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	if ( (player->position - position).GetSquaredMagnitude() < 
156
	     pow(player->noisiness, 2) )
157
	  {
17 by Josh C
alert noise
158
	    //printf("alert\n");
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
159
	    state = "alert";
17 by Josh C
alert noise
160
	    alert->Play();
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
161
	    direction = Vector2::zero;
18 by Josh C
ping!
162
	    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
163
	    aiTime = 0.0f; // diff variable?  stateTime?
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
164
	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
165
      } // if idle or wander
166
    else if (state == "alert")
167
      {
168
	aiTime += Monocle::deltaTime;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
169
	
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
170
	// if we've been listening past the grace period and hear
171
	// something, switch state again
19 by Josh C
beginnings of "stalk" state
172
	// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
173
	Player *player = ((DarkScene *)scene)->player;
174
	if ( aiTime > 1.0f && 
175
	     (player->position - position).GetSquaredMagnitude() < 
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	     pow(player->noisiness * 2, 2) )
177
	  {
178
	    state = "stalk";
179
	    Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
180
	    direction = (player->position - position).GetNormalized();
181
	    maxspeed = STALKSPEED;
19 by Josh C
beginnings of "stalk" state
182
	    aiTime = 0.0f;
183
	  }
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");
188
	  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
195
196
	// Go to HUNT if:
197
	// * it's been >1s & we hear the player
198
	// * we collide with the player
199
	Player *player = ((DarkScene *)scene)->player;
200
	if ((aiTime > 1.0f &&  
201
	     (player->position - position).GetSquaredMagnitude() < 
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	     pow(player->noisiness, 2) )
203
	    || Collide("player")
204
	    )
205
	  {
26 by Josh C
now they chase you (hunt)
206
	    state = "hunt";
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
207
	    direction = (player->position - position).GetNormalized();
26 by Josh C
now they chase you (hunt)
208
	    maxspeed = 0; // give them a running start
209
	    sniff->Stop();
210
	    freakout->Play();
211
	    // TODO: big yellow ping
212
	    aiTime = 0.0f;
213
	    noiseTime = 0.0f;
24 by Josh C
continue to work on stalk.
214
	  }
20 by Josh C
some more stalk logic
215
24 by Josh C
continue to work on stalk.
216
	// Go back to IDLE if:
217
	// * we hit a wall
26 by Josh C
now they chase you (hunt)
218
	// * we stalk for more than 10-15s
24 by Josh C
continue to work on stalk.
219
	if ((aiTime > 15.0f) || Collide("wall"))
220
	  {
221
	    // play frustrated noise?
222
	    state = "idle";
223
	    aiTime = 0.0f;
224
	    sniff->Stop();
225
	    maxspeed = DEFAULT_MAXSPEED;
226
	    direction = Vector2::zero;
20 by Josh C
some more stalk logic
227
	  }
19 by Josh C
beginnings of "stalk" state
228
      }
26 by Josh C
now they chase you (hunt)
229
    else if (state == "hunt")
230
      {
231
	aiTime += Monocle::deltaTime;
232
	noiseTime += Monocle::deltaTime;
233
234
	if ((aiTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
235
	  maxspeed = DEFAULT_MAXSPEED;
236
237
	// if we hear the player (
238
	Player *player = ((DarkScene *)scene)->player;
239
	if ( (player->position - position).GetSquaredMagnitude() < 
240
	     pow(player->noisiness, 2) )
241
	  {
242
	    direction = (player->position - position).GetNormalized();
243
	    aiTime = 0.0f;
244
	    if (noiseTime > 1.0f) {
245
	      freakout->Play();
246
	      // TODO: big yellow ping
247
	      noiseTime = 0.0f;
248
	    }
249
	  }
250
251
	// I guess chill out if it's been a while
252
	if (aiTime > 15.0f) {
253
	    state = "alert";
254
	    //alert->Play();
255
	    direction = Vector2::zero;
256
	    aiTime = 0.0f;
257
	}
258
259
	// if we collide with you... game over?
260
      }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
261
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
262
    velocity += direction * ACCELERATION * Monocle::deltaTime;
263
    
264
    velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
265
    velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
266
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
267
    if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
268
      velocity = velocity.GetNormalized() * maxspeed;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
269
6 by Josh C
skittering blue square
270
    bool xcol = false;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
271
    bool ycol = false;
272
273
    position.x += velocity.x * Monocle::deltaTime;
274
    while (Collide("Solid"))
275
      {
276
	xcol = true;
277
	if (velocity.x == 0) { break; }
278
	//printf("collision1\n");
279
	position.x -= SIGN(velocity.x, 0.1);
280
      }
281
    if (xcol) {velocity.x = 0;}
282
283
    position.y += velocity.y * Monocle::deltaTime;
284
    while (Collide("Solid"))
285
      {
286
	ycol = true;
287
	if (velocity.y == 0) { break; }
288
	//printf("collision2\n");
289
	position.y -= SIGN(velocity.y, 0.1);
290
      }
291
    if (ycol) {velocity.y = 0;}
6 by Josh C
skittering blue square
292
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
293
    Vector2 distance = ((DarkScene *)scene)->player->position - position;
294
    if (state == "stalk")
295
      {
24 by Josh C
continue to work on stalk.
296
	float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
297
	sniff->SetVolume(vol);
298
	sniff->Play();
299
	sprite->Play("slowmove");
300
      }
301
    else if (velocity.GetSquaredMagnitude() > 20)
302
      {
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
303
	// 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)
304
	float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
305
	skitter1->SetVolume(vol);
8 by Josh C
harder to see creatures
306
	skitter1->Play();
307
	sprite->Play("move");
308
      }
6 by Josh C
skittering blue square
309
    else
8 by Josh C
harder to see creatures
310
      {
311
	skitter1->Pause(); //Stop()?
312
	sprite->Play("idle");
313
      }
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
314
  }
315
18 by Josh C
ping!
316
  Ping::Ping() : Entity(),
317
		 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
318
  {
319
    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
320
    SetGraphic(sprite);
321
    scale = Vector2::zero;
322
  }
323
324
  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
325
  {
326
    Ping *ping = new Ping();
327
    ping->d1 = d1;
328
    ping->d2 = d2;
329
    ping->t2 = t2;
330
    ping->position = pos;
331
332
    Game::GetScene()->Add(ping);
333
    return ping;
334
  }
335
336
  void Ping::Update()
337
  {
338
    Entity::Update();
339
340
    // once we're done LERPing, get gone
341
    if (t > t2)
342
      RemoveSelf();
343
344
    t += Monocle::deltaTime;
345
    float scaleFactor = LERP(d1/64, d2/64, t/t2);
346
    scale = Vector2(scaleFactor, scaleFactor);
347
  }
348
1 by Josh C
initial commit
349
  // Scene
350
351
  DarkScene::DarkScene() : Scene()
352
  {
353
  }
354
  
355
  void DarkScene::Begin()
356
  {
357
    Scene::Begin();
358
359
    Graphics::Set2D(1024, 768);
360
361
    Text *inst2 = new Text("Press ESC to quit");
362
    inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
363
    Add(inst2);
364
365
    Input::DefineMaskKey("left", KEY_LEFT);
366
    Input::DefineMaskKey("right", KEY_RIGHT);
367
    Input::DefineMaskKey("up", KEY_UP);
368
    Input::DefineMaskKey("down", KEY_DOWN);
369
370
    Input::DefineMaskKey("up", KEY_W);
371
    Input::DefineMaskKey("left", KEY_A);
372
    Input::DefineMaskKey("down", KEY_S);
373
    Input::DefineMaskKey("right", KEY_D);
374
375
    // level editor
376
    Add( levelEditor = new LevelEditor() );
377
    levelEditor->Disable();
378
379
    // load level from files
380
    Level::LoadProject("project.xml");
381
    Level::Load("level.xml", this);
4 by Josh C
invisible walls and code to bump into them
382
21 by Josh C
player and creature spawners in level editor
383
    HideSpawners();
384
    Spawn();
385
13 by Josh C
visible walls
386
    std::list<Entity*> *walls = GetAllTag("wall");
387
    for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
4 by Josh C
invisible walls and code to bump into them
388
      {
389
        Entity *e = (*i);
390
        Vector2 s = e->scale;
391
        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
392
      }
1 by Josh C
initial commit
393
   
21 by Josh C
player and creature spawners in level editor
394
    Graphics::SetBackgroundColor(Color::green * 0.2f);
395
396
  }
397
398
  void DarkScene::HideSpawners()
399
  {
400
    std::list<Entity*> *spawners = GetAllTag("spawner");
401
    if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
402
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
403
      (*i)->isVisible = false;
404
  }
405
406
  void DarkScene::ShowSpawners()
407
  {
408
    std::list<Entity*> *spawners = GetAllTag("spawner");
409
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
410
      (*i)->isVisible = true;
411
  }
412
  
413
  void DarkScene::Spawn()
414
  {
415
    Entity* playersp = GetFirstEntityWithTag("playerspawner");
11 by Josh C
disappear darkness mask in editor mode
416
    player = new Player();
21 by Josh C
player and creature spawners in level editor
417
    player->position = playersp->position;;
1 by Josh C
initial commit
418
    Add(player);
10 by Josh C
"light" in the dark
419
    Add(player->dark);
1 by Josh C
initial commit
420
21 by Josh C
player and creature spawners in level editor
421
    std::list<Entity*> *spawners = GetAllTag("creaturespawner");
422
    // Ugh, monocle is double-entering all the tags...
423
    spawners->sort();
424
    spawners->unique();
425
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
426
      {
427
	Creature *creature = new Creature();
428
	creature->position = (*i)->position;
429
	Add(creature);
430
      }
1 by Josh C
initial commit
431
  }
432
433
  void DarkScene::Update()
434
  {
435
    Scene::Update();
436
437
    if (Input::IsKeyPressed(KEY_ESCAPE))
438
      Game::Quit();
439
440
    if (isPaused)
441
      {
442
	if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL))
443
	  Level::Save();
444
445
	if (Input::IsKeyPressed(KEY_A))
446
	  Scene::GetCamera()->position.x -= 600;
447
448
	if (Input::IsKeyPressed(KEY_D))
449
	  Scene::GetCamera()->position.x += 600;
450
      }
451
452
    if (Input::IsKeyPressed(KEY_TAB))
453
      {
454
        // if we're not doing anything in the levelEditor...
455
        if (levelEditor->GetState() == FTES_NONE)
456
          {
457
            isPaused = !isPaused;
458
            
11 by Josh C
disappear darkness mask in editor mode
459
            if (isPaused) {
12 by Josh C
drastically less hacky way to hide the darkness
460
	      player->dark->isVisible = false;
21 by Josh C
player and creature spawners in level editor
461
	      ShowSpawners();
1 by Josh C
initial commit
462
	      levelEditor->Enable();
11 by Josh C
disappear darkness mask in editor mode
463
	    } else {
21 by Josh C
player and creature spawners in level editor
464
	      HideSpawners();
1 by Josh C
initial commit
465
	      levelEditor->Disable();
12 by Josh C
drastically less hacky way to hide the darkness
466
	      player->dark->isVisible = true;
11 by Josh C
disappear darkness mask in editor mode
467
	    }
1 by Josh C
initial commit
468
          }
469
      }
470
471
  }// 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;
11 by Josh C
disappear darkness mask in editor mode
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    SetLayer(-2);
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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}