/minild29

To get this branch, use:
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),
8
		     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);
13
    sprite->Play("idle");
14
    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;
45
      }
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);
53
    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();
82
83
    footsteps->SetVolume(magnitude / MAXSPEED);
84
85
    // 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),
98
			 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");
31 by Josh C
harder maze, safe zone, they kill you
109
    AddTag("Solid");
9 by Josh C
creatures move less, make everything smaller
110
    SetCollider(new RectangleCollider(16, 16));
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
111
26 by Josh C
now they chase you (hunt)
112
    alert = Assets::RequestAudio("alert.ogg");
113
    freakout = Assets::RequestAudio("freakout.ogg");
6 by Josh C
skittering blue square
114
    skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
115
    skitter1->SetLoops(0); //loop indefinitely
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
116
    sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
117
    sniff->SetLoops(0);
17 by Josh C
alert noise
118
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
119
    maxspeed = DEFAULT_MAXSPEED;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
120
121
    //set aiTime to random so creatures tick at different times
6 by Josh C
skittering blue square
122
    aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
17 by Josh C
alert noise
123
124
    state = "idle";
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
125
  }
126
127
  void Creature::Update()
128
  {
129
    Entity::Update();
130
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
131
    if (state == "idle" || state == "wander") 
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
132
      {
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
133
	aiTime += Monocle::deltaTime;
134
	if (aiTime > 1.0f)
135
	  {
136
	    switch (rand() % 3)
137
	      {
138
	      case 0: // idle
139
		//printf("idle\n");
140
		direction = Vector2::zero;
141
		state = "idle";
142
		break;
143
	      case 1: // move
144
		if (state != "wander") {
145
		  //printf("wander\n");
146
		  direction = Vector2::Random();
147
		  state = "wander";
148
		  break;
149
		}
150
	      }
151
	    
152
	    aiTime = 0.0f;
153
	  }
154
	
155
	Player *player = ((DarkScene *)scene)->player;
156
	if ( (player->position - position).GetSquaredMagnitude() < 
157
	     pow(player->noisiness, 2) )
158
	  {
17 by Josh C
alert noise
159
	    //printf("alert\n");
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
160
	    state = "alert";
17 by Josh C
alert noise
161
	    alert->Play();
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
162
	    direction = Vector2::zero;
18 by Josh C
ping!
163
	    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
164
	    aiTime = 0.0f; // diff variable?  stateTime?
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
165
	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
166
      } // if idle or wander
167
    else if (state == "alert")
168
      {
169
	aiTime += Monocle::deltaTime;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
170
	
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
171
	// if we've been listening past the grace period and hear
172
	// something, switch state again
19 by Josh C
beginnings of "stalk" state
173
	// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
174
	Player *player = ((DarkScene *)scene)->player;
175
	if ( aiTime > 1.0f && 
176
	     (player->position - position).GetSquaredMagnitude() < 
177
	     pow(player->noisiness * 2, 2) )
178
	  {
179
	    state = "stalk";
180
	    Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
181
	    direction = (player->position - position).GetNormalized();
182
	    maxspeed = STALKSPEED;
19 by Josh C
beginnings of "stalk" state
183
	    aiTime = 0.0f;
184
	  }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
185
186
	// if we've been listening a long time, switch back to idle
17 by Josh C
alert noise
187
	if (aiTime > 5.0f) {
188
	  //printf("end alert\n");
189
	  state = "idle";
19 by Josh C
beginnings of "stalk" state
190
	  aiTime = 0.0f;
17 by Josh C
alert noise
191
	}
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
192
      }
19 by Josh C
beginnings of "stalk" state
193
    else if (state == "stalk")
194
      {
195
	aiTime += Monocle::deltaTime;
20 by Josh C
some more stalk logic
196
197
	// Go to HUNT if:
198
	// * it's been >1s & we hear the player
199
	// * we collide with the player
200
	Player *player = ((DarkScene *)scene)->player;
201
	if ((aiTime > 1.0f &&  
202
	     (player->position - position).GetSquaredMagnitude() < 
203
	     pow(player->noisiness, 2) )
204
	    || Collide("player")
205
	    )
206
	  {
26 by Josh C
now they chase you (hunt)
207
	    state = "hunt";
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
208
	    direction = (player->position - position).GetNormalized();
26 by Josh C
now they chase you (hunt)
209
	    maxspeed = 0; // give them a running start
210
	    sniff->Stop();
211
	    freakout->Play();
28 by Josh C
big yellow ping
212
	    Ping::NewPing(position, 8.0f, 64.0f, 0.15f); 
26 by Josh C
now they chase you (hunt)
213
	    aiTime = 0.0f;
214
	    noiseTime = 0.0f;
24 by Josh C
continue to work on stalk.
215
	  }
20 by Josh C
some more stalk logic
216
24 by Josh C
continue to work on stalk.
217
	// Go back to IDLE if:
218
	// * we hit a wall
26 by Josh C
now they chase you (hunt)
219
	// * we stalk for more than 10-15s
31 by Josh C
harder maze, safe zone, they kill you
220
	if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
24 by Josh C
continue to work on stalk.
221
	  {
222
	    // play frustrated noise?
223
	    state = "idle";
224
	    aiTime = 0.0f;
225
	    sniff->Stop();
226
	    maxspeed = DEFAULT_MAXSPEED;
227
	    direction = Vector2::zero;
20 by Josh C
some more stalk logic
228
	  }
19 by Josh C
beginnings of "stalk" state
229
      }
26 by Josh C
now they chase you (hunt)
230
    else if (state == "hunt")
231
      {
232
	aiTime += Monocle::deltaTime;
233
	noiseTime += Monocle::deltaTime;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
234
	graceTime += Monocle::deltaTime;
26 by Josh C
now they chase you (hunt)
235
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
236
	if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
26 by Josh C
now they chase you (hunt)
237
	  maxspeed = DEFAULT_MAXSPEED;
238
239
	// if we hear the player (
240
	Player *player = ((DarkScene *)scene)->player;
241
	if ( (player->position - position).GetSquaredMagnitude() < 
242
	     pow(player->noisiness, 2) )
243
	  {
244
	    direction = (player->position - position).GetNormalized();
245
	    aiTime = 0.0f;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
246
	    if (noiseTime > 2.0f) {
26 by Josh C
now they chase you (hunt)
247
	      freakout->Play();
28 by Josh C
big yellow ping
248
	      Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
26 by Josh C
now they chase you (hunt)
249
	      noiseTime = 0.0f;
250
	    }
251
	  }
252
253
	// I guess chill out if it's been a while
254
	if (aiTime > 15.0f) {
255
	    state = "alert";
256
	    //alert->Play();
257
	    direction = Vector2::zero;
258
	    aiTime = 0.0f;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
259
	    noiseTime = 0.0f;
260
	    graceTime = 0.0f;
26 by Josh C
now they chase you (hunt)
261
	}
262
31 by Josh C
harder maze, safe zone, they kill you
263
	// if we collide with you, move you back to the starting point
264
	if (Collide("player")) {
265
	  // TODO: first, make chompy noises and wait a second or 3?
266
	  DarkScene *scene = (DarkScene *) GetScene();
267
	  Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
268
	  scene->player->position = playersp->position;
269
	}
26 by Josh C
now they chase you (hunt)
270
      }
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
271
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
272
    velocity += direction * ACCELERATION * Monocle::deltaTime;
273
    
274
    velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
275
    velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
276
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
277
    if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
278
      velocity = velocity.GetNormalized() * maxspeed;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
279
6 by Josh C
skittering blue square
280
    bool xcol = false;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
281
    bool ycol = false;
282
283
    position.x += velocity.x * Monocle::deltaTime;
31 by Josh C
harder maze, safe zone, they kill you
284
    while (Collide("Solid") || Collide("creaturewall"))
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
285
      {
286
	xcol = true;
287
	if (velocity.x == 0) { break; }
288
	//printf("collision1\n");
289
	position.x -= SIGN(velocity.x, 0.1);
290
      }
291
    if (xcol) {velocity.x = 0;}
292
293
    position.y += velocity.y * Monocle::deltaTime;
31 by Josh C
harder maze, safe zone, they kill you
294
    while (Collide("Solid") || Collide("creaturewall"))
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
295
      {
296
	ycol = true;
297
	if (velocity.y == 0) { break; }
298
	//printf("collision2\n");
299
	position.y -= SIGN(velocity.y, 0.1);
300
      }
301
    if (ycol) {velocity.y = 0;}
6 by Josh C
skittering blue square
302
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
303
    Vector2 distance = ((DarkScene *)scene)->player->position - position;
304
    if (state == "stalk")
305
      {
24 by Josh C
continue to work on stalk.
306
	float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
307
	sniff->SetVolume(vol);
308
	sniff->Play();
309
	sprite->Play("slowmove");
310
      }
311
    else if (velocity.GetSquaredMagnitude() > 20)
312
      {
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
313
	// 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)
314
	float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
15 by Josh C
make maxspeed work. footstep volume has to do with speed. skitter
315
	skitter1->SetVolume(vol);
8 by Josh C
harder to see creatures
316
	skitter1->Play();
317
	sprite->Play("move");
318
      }
6 by Josh C
skittering blue square
319
    else
8 by Josh C
harder to see creatures
320
      {
321
	skitter1->Pause(); //Stop()?
322
	sprite->Play("idle");
323
      }
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
324
  }
325
18 by Josh C
ping!
326
  Ping::Ping() : Entity(),
327
		 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
328
  {
329
    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
330
    SetGraphic(sprite);
331
    scale = Vector2::zero;
332
  }
333
334
  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
335
  {
336
    Ping *ping = new Ping();
337
    ping->d1 = d1;
338
    ping->d2 = d2;
339
    ping->t2 = t2;
340
    ping->position = pos;
341
342
    Game::GetScene()->Add(ping);
343
    return ping;
344
  }
345
346
  void Ping::Update()
347
  {
348
    Entity::Update();
349
350
    // once we're done LERPing, get gone
351
    if (t > t2)
352
      RemoveSelf();
353
354
    t += Monocle::deltaTime;
355
    float scaleFactor = LERP(d1/64, d2/64, t/t2);
356
    scale = Vector2(scaleFactor, scaleFactor);
357
  }
358
1 by Josh C
initial commit
359
  // Scene
360
361
  DarkScene::DarkScene() : Scene()
362
  {
363
  }
364
  
365
  void DarkScene::Begin()
366
  {
367
    Scene::Begin();
368
369
    Graphics::Set2D(1024, 768);
370
371
    Text *inst2 = new Text("Press ESC to quit");
372
    inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
373
    Add(inst2);
374
375
    Input::DefineMaskKey("left", KEY_LEFT);
376
    Input::DefineMaskKey("right", KEY_RIGHT);
377
    Input::DefineMaskKey("up", KEY_UP);
378
    Input::DefineMaskKey("down", KEY_DOWN);
379
380
    Input::DefineMaskKey("up", KEY_W);
381
    Input::DefineMaskKey("left", KEY_A);
382
    Input::DefineMaskKey("down", KEY_S);
383
    Input::DefineMaskKey("right", KEY_D);
384
385
    // level editor
386
    Add( levelEditor = new LevelEditor() );
387
    levelEditor->Disable();
388
389
    // load level from files
390
    Level::LoadProject("project.xml");
391
    Level::Load("level.xml", this);
4 by Josh C
invisible walls and code to bump into them
392
21 by Josh C
player and creature spawners in level editor
393
    HideSpawners();
394
    Spawn();
395
13 by Josh C
visible walls
396
    std::list<Entity*> *walls = GetAllTag("wall");
397
    for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
4 by Josh C
invisible walls and code to bump into them
398
      {
399
        Entity *e = (*i);
400
        Vector2 s = e->scale;
401
        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
402
      }
31 by Josh C
harder maze, safe zone, they kill you
403
404
    std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
405
    for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
406
      {
407
        Entity *e = (*i);
408
        Vector2 s = e->scale;
409
        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
410
      }
1 by Josh C
initial commit
411
   
21 by Josh C
player and creature spawners in level editor
412
    Graphics::SetBackgroundColor(Color::green * 0.2f);
413
414
  }
415
416
  void DarkScene::HideSpawners()
417
  {
418
    std::list<Entity*> *spawners = GetAllTag("spawner");
419
    if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
420
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
421
      (*i)->isVisible = false;
422
  }
423
424
  void DarkScene::ShowSpawners()
425
  {
426
    std::list<Entity*> *spawners = GetAllTag("spawner");
427
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
428
      (*i)->isVisible = true;
429
  }
430
  
431
  void DarkScene::Spawn()
432
  {
433
    Entity* playersp = GetFirstEntityWithTag("playerspawner");
11 by Josh C
disappear darkness mask in editor mode
434
    player = new Player();
21 by Josh C
player and creature spawners in level editor
435
    player->position = playersp->position;;
1 by Josh C
initial commit
436
    Add(player);
10 by Josh C
"light" in the dark
437
    Add(player->dark);
1 by Josh C
initial commit
438
21 by Josh C
player and creature spawners in level editor
439
    std::list<Entity*> *spawners = GetAllTag("creaturespawner");
440
    // Ugh, monocle is double-entering all the tags...
441
    spawners->sort();
442
    spawners->unique();
443
    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
444
      {
445
	Creature *creature = new Creature();
446
	creature->position = (*i)->position;
447
	Add(creature);
448
      }
1 by Josh C
initial commit
449
  }
450
451
  void DarkScene::Update()
452
  {
453
    Scene::Update();
454
455
    if (Input::IsKeyPressed(KEY_ESCAPE))
456
      Game::Quit();
457
458
    if (isPaused)
459
      {
460
	if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL))
461
	  Level::Save();
462
463
	if (Input::IsKeyPressed(KEY_A))
464
	  Scene::GetCamera()->position.x -= 600;
465
466
	if (Input::IsKeyPressed(KEY_D))
467
	  Scene::GetCamera()->position.x += 600;
468
      }
469
470
    if (Input::IsKeyPressed(KEY_TAB))
471
      {
472
        // if we're not doing anything in the levelEditor...
473
        if (levelEditor->GetState() == FTES_NONE)
474
          {
475
            isPaused = !isPaused;
476
            
11 by Josh C
disappear darkness mask in editor mode
477
            if (isPaused) {
12 by Josh C
drastically less hacky way to hide the darkness
478
	      player->dark->isVisible = false;
21 by Josh C
player and creature spawners in level editor
479
	      ShowSpawners();
1 by Josh C
initial commit
480
	      levelEditor->Enable();
11 by Josh C
disappear darkness mask in editor mode
481
	    } else {
21 by Josh C
player and creature spawners in level editor
482
	      HideSpawners();
1 by Josh C
initial commit
483
	      levelEditor->Disable();
12 by Josh C
drastically less hacky way to hide the darkness
484
	      player->dark->isVisible = true;
11 by Josh C
disappear darkness mask in editor mode
485
	    }
1 by Josh C
initial commit
486
          }
487
      }
488
489
  }// DarkScene::Update
490
491
  Text::Text(const std::string& text, FontAsset* font)
492
    : Entity(), text(text)
493
  {
494
    if (font == NULL)
495
      this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f);
496
    else
497
      this->font = font;
11 by Josh C
disappear darkness mask in editor mode
498
499
    SetLayer(-2);
1 by Josh C
initial commit
500
  }
501
502
  void Text::Render()
503
  {
504
    Graphics::PushMatrix();
505
506
    // place text directly relative to camera
507
    Graphics::Translate(scene->GetCamera()->position + position);
508
509
    Graphics::SetBlend(BLEND_ALPHA);
510
    Graphics::SetColor(Color::white);
511
    Graphics::BindFont(font);
512
    
513
    Graphics::RenderText(*font, text, 0, 0);
514
    Graphics::PopMatrix();
515
  }
516
517
}