bzr branch
http://9ix.org/bzr/minild29
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by Josh C
initial commit |
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#include "Monocle.h" |
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#include "Graphics/SpriteAnimation.h" |
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#include "LevelEditor/LevelEditor.h" |
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using namespace Monocle; |
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namespace Dark |
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{ |
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class Player : public Entity |
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{ |
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public: |
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Player(); |
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void Update(); |
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Vector2 velocity; |
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by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
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float noisiness; |
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by Josh C
initial commit |
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SpriteAnimation *sprite; |
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by Josh C
"light" in the dark |
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Entity *dark; |
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by Josh C
footsteps |
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AudioDeck *footsteps; |
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by Josh C
initial commit |
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by Josh C
square moving around the screen |
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int const FRICTION; |
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float const MAXSPEED; |
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int const ACCELERATION; |
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1
by Josh C
initial commit |
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}; |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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class Creature : public Entity |
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{ |
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public: |
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Creature(); |
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void Update(); |
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Vector2 velocity; |
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Vector2 direction; |
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float aiTime; |
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by Josh C
now they chase you (hunt) |
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float noiseTime; |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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std::string state; |
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by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
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float maxspeed; |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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SpriteAnimation *sprite; |
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by Josh C
skittering blue square |
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AudioDeck *skitter1; |
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by Josh C
alert noise |
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AudioAsset *alert; |
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by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
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AudioDeck *sniff; |
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by Josh C
now they chase you (hunt) |
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AudioAsset *freakout; |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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int const FRICTION; |
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by Josh C
beginnings of "stalk" state |
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int const ACCELERATION; |
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by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
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float const DEFAULT_MAXSPEED; |
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by Josh C
beginnings of "stalk" state |
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float const STALKSPEED; |
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by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
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//float const HUNTSPEED; |
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by Josh C
added a "creature" moving around w/ the same dynamics as you do |
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}; |
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by Josh C
ping! |
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class Ping : public Entity |
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{ |
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public: |
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Ping(); |
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void Update(); |
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static Ping *NewPing(Vector2 pos, float d1, float d2, float t2); |
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float d1, d2, t, t2; |
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Sprite *sprite; |
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}; |
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1
by Josh C
initial commit |
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class DarkScene : public Scene |
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{ |
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public: |
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DarkScene(); |
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void Begin(); |
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void Update(); |
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by Josh C
player and creature spawners in level editor |
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void HideSpawners(); |
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void ShowSpawners(); |
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void Spawn(); |
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1
by Josh C
initial commit |
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LevelEditor *levelEditor; |
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by Josh C
disappear darkness mask in editor mode |
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Player *player; |
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1
by Josh C
initial commit |
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}; |
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class Text: public Entity |
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{ |
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public: |
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Text(const std::string& text, FontAsset* font=NULL); |
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void Render(); |
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void SetFont(FontAsset* font) { this->font = font; } |
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void SetText(const std::string& text) { this->text = text; } |
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protected: |
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FontAsset* font; |
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std::string text; |
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}; |
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} |
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