/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);
12
    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
18
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;
41
      }
42
    if (Input::IsKeyMaskHeld("up"))
43
      {
44
	velocity.y -= ACCELERATION * Monocle::deltaTime;
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      }
46
    if (Input::IsKeyMaskHeld("down"))
47
      {
48
	velocity.y += ACCELERATION * Monocle::deltaTime;
49
      }
50
    
51
    // velocity will approach 0 in steps of FRICTION * dt
52
    velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
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    velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
54
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;
59
    bool ycol = false;
60
61
    position.x += velocity.x * Monocle::deltaTime;
62
    while (Collide("Solid"))
63
      {
64
	xcol = true;
65
	if (velocity.x == 0) { break; }
66
	//printf("collision1\n");
67
	position.x -= SIGN(velocity.x, 0.1);
68
      }
69
    if (xcol) {velocity.x = 0;}
70
71
    position.y += velocity.y * Monocle::deltaTime;
72
    while (Collide("Solid"))
73
      {
74
	ycol = true;
75
	if (velocity.y == 0) { break; }
76
	//printf("collision2\n");
77
	position.y -= SIGN(velocity.y, 0.1);
78
      }
79
    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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83
    footsteps->SetVolume(magnitude / MAXSPEED);
84
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    // How far away can they hear your footsteps?
86
    // The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
87
    noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /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;
92
  }
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");
112
    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
  }
125
126
  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)
134
	  {
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") {
144
		  //printf("wander\n");
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		  direction = Vector2::Random();
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		  state = "wander";
147
		  break;
148
		}
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	      }
150
	    
151
	    aiTime = 0.0f;
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	  }
153
	
154
	Player *player = ((DarkScene *)scene)->player;
155
	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() < 
176
	     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() < 
202
	     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();
28 by Josh C
big yellow ping
211
	    Ping::NewPing(position, 8.0f, 64.0f, 0.15f); 
26 by Josh C
now they chase you (hunt)
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;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
233
	graceTime += Monocle::deltaTime;
26 by Josh C
now they chase you (hunt)
234
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
235
	if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
26 by Josh C
now they chase you (hunt)
236
	  maxspeed = DEFAULT_MAXSPEED;
237
238
	// if we hear the player (
239
	Player *player = ((DarkScene *)scene)->player;
240
	if ( (player->position - position).GetSquaredMagnitude() < 
241
	     pow(player->noisiness, 2) )
242
	  {
243
	    direction = (player->position - position).GetNormalized();
244
	    aiTime = 0.0f;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
245
	    if (noiseTime > 2.0f) {
26 by Josh C
now they chase you (hunt)
246
	      freakout->Play();
28 by Josh C
big yellow ping
247
	      Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
26 by Josh C
now they chase you (hunt)
248
	      noiseTime = 0.0f;
249
	    }
250
	  }
251
252
	// I guess chill out if it's been a while
253
	if (aiTime > 15.0f) {
254
	    state = "alert";
255
	    //alert->Play();
256
	    direction = Vector2::zero;
257
	    aiTime = 0.0f;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
258
	    noiseTime = 0.0f;
259
	    graceTime = 0.0f;
26 by Josh C
now they chase you (hunt)
260
	}
261
262
	// if we collide with you... game over?
263
      }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
264
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
265
    velocity += direction * ACCELERATION * Monocle::deltaTime;
266
    
267
    velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
268
    velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
269
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
270
    if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
271
      velocity = velocity.GetNormalized() * maxspeed;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
272
6 by Josh C
skittering blue square
273
    bool xcol = false;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
274
    bool ycol = false;
275
276
    position.x += velocity.x * Monocle::deltaTime;
277
    while (Collide("Solid"))
278
      {
279
	xcol = true;
280
	if (velocity.x == 0) { break; }
281
	//printf("collision1\n");
282
	position.x -= SIGN(velocity.x, 0.1);
283
      }
284
    if (xcol) {velocity.x = 0;}
285
286
    position.y += velocity.y * Monocle::deltaTime;
287
    while (Collide("Solid"))
288
      {
289
	ycol = true;
290
	if (velocity.y == 0) { break; }
291
	//printf("collision2\n");
292
	position.y -= SIGN(velocity.y, 0.1);
293
      }
294
    if (ycol) {velocity.y = 0;}
6 by Josh C
skittering blue square
295
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
296
    Vector2 distance = ((DarkScene *)scene)->player->position - position;
297
    if (state == "stalk")
298
      {
24 by Josh C
continue to work on stalk.
299
	float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
300
	sniff->SetVolume(vol);
301
	sniff->Play();
302
	sprite->Play("slowmove");
303
      }
304
    else if (velocity.GetSquaredMagnitude() > 20)
305
      {
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
306
	// 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)
307
	float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
308
	skitter1->SetVolume(vol);
8 by Josh C
harder to see creatures
309
	skitter1->Play();
310
	sprite->Play("move");
311
      }
6 by Josh C
skittering blue square
312
    else
8 by Josh C
harder to see creatures
313
      {
314
	skitter1->Pause(); //Stop()?
315
	sprite->Play("idle");
316
      }
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
317
  }
318
18 by Josh C
ping!
319
  Ping::Ping() : Entity(),
320
		 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
321
  {
322
    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
323
    SetGraphic(sprite);
324
    scale = Vector2::zero;
325
  }
326
327
  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
328
  {
329
    Ping *ping = new Ping();
330
    ping->d1 = d1;
331
    ping->d2 = d2;
332
    ping->t2 = t2;
333
    ping->position = pos;
334
335
    Game::GetScene()->Add(ping);
336
    return ping;
337
  }
338
339
  void Ping::Update()
340
  {
341
    Entity::Update();
342
343
    // once we're done LERPing, get gone
344
    if (t > t2)
345
      RemoveSelf();
346
347
    t += Monocle::deltaTime;
348
    float scaleFactor = LERP(d1/64, d2/64, t/t2);
349
    scale = Vector2(scaleFactor, scaleFactor);
350
  }
351
1 by Josh C
initial commit
352
  // Scene
353
354
  DarkScene::DarkScene() : Scene()
355
  {
356
  }
357
  
358
  void DarkScene::Begin()
359
  {
360
    Scene::Begin();
361
362
    Graphics::Set2D(1024, 768);
363
364
    Text *inst2 = new Text("Press ESC to quit");
365
    inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
366
    Add(inst2);
367
368
    Input::DefineMaskKey("left", KEY_LEFT);
369
    Input::DefineMaskKey("right", KEY_RIGHT);
370
    Input::DefineMaskKey("up", KEY_UP);
371
    Input::DefineMaskKey("down", KEY_DOWN);
372
373
    Input::DefineMaskKey("up", KEY_W);
374
    Input::DefineMaskKey("left", KEY_A);
375
    Input::DefineMaskKey("down", KEY_S);
376
    Input::DefineMaskKey("right", KEY_D);
377
378
    // level editor
379
    Add( levelEditor = new LevelEditor() );
380
    levelEditor->Disable();
381
382
    // load level from files
383
    Level::LoadProject("project.xml");
384
    Level::Load("level.xml", this);
4 by Josh C
invisible walls and code to bump into them
385
21 by Josh C
player and creature spawners in level editor
386
    HideSpawners();
387
    Spawn();
388
13 by Josh C
visible walls
389
    std::list<Entity*> *walls = GetAllTag("wall");
390
    for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
4 by Josh C
invisible walls and code to bump into them
391
      {
392
        Entity *e = (*i);
393
        Vector2 s = e->scale;
394
        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
395
      }
1 by Josh C
initial commit
396
   
21 by Josh C
player and creature spawners in level editor
397
    Graphics::SetBackgroundColor(Color::green * 0.2f);
398
399
  }
400
401
  void DarkScene::HideSpawners()
402
  {
403
    std::list<Entity*> *spawners = GetAllTag("spawner");
404
    if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
405
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
406
      (*i)->isVisible = false;
407
  }
408
409
  void DarkScene::ShowSpawners()
410
  {
411
    std::list<Entity*> *spawners = GetAllTag("spawner");
412
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
413
      (*i)->isVisible = true;
414
  }
415
  
416
  void DarkScene::Spawn()
417
  {
418
    Entity* playersp = GetFirstEntityWithTag("playerspawner");
11 by Josh C
disappear darkness mask in editor mode
419
    player = new Player();
21 by Josh C
player and creature spawners in level editor
420
    player->position = playersp->position;;
1 by Josh C
initial commit
421
    Add(player);
10 by Josh C
"light" in the dark
422
    Add(player->dark);
1 by Josh C
initial commit
423
21 by Josh C
player and creature spawners in level editor
424
    std::list<Entity*> *spawners = GetAllTag("creaturespawner");
425
    // Ugh, monocle is double-entering all the tags...
426
    spawners->sort();
427
    spawners->unique();
428
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
429
      {
430
	Creature *creature = new Creature();
431
	creature->position = (*i)->position;
432
	Add(creature);
433
      }
1 by Josh C
initial commit
434
  }
435
436
  void DarkScene::Update()
437
  {
438
    Scene::Update();
439
440
    if (Input::IsKeyPressed(KEY_ESCAPE))
441
      Game::Quit();
442
443
    if (isPaused)
444
      {
445
	if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL))
446
	  Level::Save();
447
448
	if (Input::IsKeyPressed(KEY_A))
449
	  Scene::GetCamera()->position.x -= 600;
450
451
	if (Input::IsKeyPressed(KEY_D))
452
	  Scene::GetCamera()->position.x += 600;
453
      }
454
455
    if (Input::IsKeyPressed(KEY_TAB))
456
      {
457
        // if we're not doing anything in the levelEditor...
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        if (levelEditor->GetState() == FTES_NONE)
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          {
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            isPaused = !isPaused;
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            if (isPaused) {
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	      player->dark->isVisible = false;
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player and creature spawners in level editor
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	      ShowSpawners();
1 by Josh C
initial commit
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	      levelEditor->Enable();
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disappear darkness mask in editor mode
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	    } else {
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player and creature spawners in level editor
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	      HideSpawners();
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initial commit
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	      levelEditor->Disable();
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	      player->dark->isVisible = true;
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disappear darkness mask in editor mode
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	    }
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initial commit
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          }
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      }
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  }// 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;
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    SetLayer(-2);
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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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}