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); |
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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 |
|
17 |
AddTag("player"); |
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7
by Josh C
footsteps |
18 |
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19 |
footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg")); |
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20 |
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); |
22 |
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 |
|
26 |
dark = new Entity(); |
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27 |
dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha? |
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1
by Josh C
initial commit |
28 |
} |
29 |
||
30 |
void Player::Update() |
|
31 |
{ |
|
32 |
Entity::Update(); |
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33 |
||
3
by Josh C
square moving around the screen |
34 |
if (Input::IsKeyMaskHeld("left")) |
35 |
{ |
|
36 |
velocity.x -= ACCELERATION * Monocle::deltaTime; |
|
37 |
} |
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if (Input::IsKeyMaskHeld("right")) |
|
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{ |
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40 |
velocity.x += ACCELERATION * Monocle::deltaTime; |
|
41 |
} |
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42 |
if (Input::IsKeyMaskHeld("up")) |
|
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{ |
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44 |
velocity.y -= ACCELERATION * Monocle::deltaTime; |
|
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} |
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46 |
if (Input::IsKeyMaskHeld("down")) |
|
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{ |
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48 |
velocity.y += ACCELERATION * Monocle::deltaTime; |
|
49 |
} |
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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); |
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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; |
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57 |
||
4
by Josh C
invisible walls and code to bump into them |
58 |
bool xcol = false; |
59 |
bool ycol = false; |
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60 |
||
33
by Josh C
win! |
61 |
if (Collide("exit")) { |
62 |
Scene *s = GetScene(); |
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63 |
s->isPaused = true; |
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64 |
||
65 |
Text *win1 = new Text("You made it safely through the dark!", |
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66 |
Assets::RequestFont("LiberationSans-Regular.ttf", 50.0f)); |
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67 |
win1->position = Vector2(-350,0); |
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68 |
s->Add(win1); |
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69 |
||
70 |
Text *win2 = new Text("Congratulations!", |
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71 |
Assets::RequestFont("LiberationSans-Regular.ttf", 50.0f)); |
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win2->position = Vector2(-150,50); |
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s->Add(win2); |
|
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} |
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75 |
||
32
by Josh C
chompy noise, make collisions with hunters work a little better |
76 |
Collider *collider = NULL; |
77 |
||
4
by Josh C
invisible walls and code to bump into them |
78 |
position.x += velocity.x * Monocle::deltaTime; |
32
by Josh C
chompy noise, make collisions with hunters work a little better |
79 |
while (Collide("Solid") || (collider = Collide("creature"))) |
4
by Josh C
invisible walls and code to bump into them |
80 |
{ |
32
by Josh C
chompy noise, make collisions with hunters work a little better |
81 |
// Don't colide with hunters. We should just die. |
82 |
if (collider) { |
|
83 |
Creature *c = (Creature *) collider->GetEntity(); |
|
84 |
if (c->state == "hunt") { break; } |
|
85 |
} |
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86 |
||
4
by Josh C
invisible walls and code to bump into them |
87 |
xcol = true; |
88 |
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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} |
|
92 |
if (xcol) {velocity.x = 0;} |
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93 |
||
32
by Josh C
chompy noise, make collisions with hunters work a little better |
94 |
collider = NULL; |
4
by Josh C
invisible walls and code to bump into them |
95 |
position.y += velocity.y * Monocle::deltaTime; |
32
by Josh C
chompy noise, make collisions with hunters work a little better |
96 |
while (Collide("Solid") || (collider = Collide("creature"))) |
4
by Josh C
invisible walls and code to bump into them |
97 |
{ |
32
by Josh C
chompy noise, make collisions with hunters work a little better |
98 |
// Don't colide with hunters. We should just die. |
99 |
if (collider) { |
|
100 |
Creature *c = (Creature *) collider->GetEntity(); |
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101 |
if (c->state == "hunt") { break; } |
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102 |
} |
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103 |
||
4
by Josh C
invisible walls and code to bump into them |
104 |
ycol = true; |
105 |
if (velocity.y == 0) { break; } |
|
106 |
//printf("collision2\n"); |
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107 |
position.y -= SIGN(velocity.y, 0.1); |
|
108 |
} |
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109 |
if (ycol) {velocity.y = 0;} |
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16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
110 |
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111 |
float magnitude = velocity.GetMagnitude(); |
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112 |
||
113 |
footsteps->SetVolume(magnitude / MAXSPEED); |
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114 |
||
115 |
// How far away can they hear your footsteps? |
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116 |
// 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 |
117 |
noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /2; |
3
by Josh C
square moving around the screen |
118 |
|
10
by Josh C
"light" in the dark |
119 |
dark->position = position; |
120 |
||
1
by Josh C
initial commit |
121 |
//Scene::GetCamera()->position = position; |
122 |
} |
|
123 |
||
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
124 |
Creature::Creature() : Entity(), |
6
by Josh C
skittering blue square |
125 |
FRICTION(800), |
19
by Josh C
beginnings of "stalk" state |
126 |
ACCELERATION(1200), |
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
127 |
DEFAULT_MAXSPEED(80.0f), |
128 |
STALKSPEED(20.0f) |
|
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
129 |
{ |
130 |
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64); |
|
131 |
sprite->Add("idle", 0, 0, 0.35f); |
|
8
by Josh C
harder to see creatures |
132 |
sprite->Add("move", 1, 2, 4.0f); |
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
133 |
sprite->Add("slowmove", 1, 2, 2.0f); |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
134 |
sprite->Play("idle"); |
135 |
SetGraphic(sprite); |
|
9
by Josh C
creatures move less, make everything smaller |
136 |
scale = Vector2(0.25, 0.25); |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
137 |
|
138 |
AddTag("creature"); |
|
9
by Josh C
creatures move less, make everything smaller |
139 |
SetCollider(new RectangleCollider(16, 16)); |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
140 |
|
26
by Josh C
now they chase you (hunt) |
141 |
alert = Assets::RequestAudio("alert.ogg"); |
142 |
freakout = Assets::RequestAudio("freakout.ogg"); |
|
32
by Josh C
chompy noise, make collisions with hunters work a little better |
143 |
chomp = Assets::RequestAudio("chomp.ogg"); |
6
by Josh C
skittering blue square |
144 |
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg")); |
145 |
skitter1->SetLoops(0); //loop indefinitely |
|
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
146 |
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg")); |
147 |
sniff->SetLoops(0); |
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17
by Josh C
alert noise |
148 |
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22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
149 |
maxspeed = DEFAULT_MAXSPEED; |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
150 |
|
151 |
//set aiTime to random so creatures tick at different times |
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6
by Josh C
skittering blue square |
152 |
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f; |
17
by Josh C
alert noise |
153 |
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154 |
state = "idle"; |
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5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
155 |
} |
156 |
||
157 |
void Creature::Update() |
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158 |
{ |
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159 |
Entity::Update(); |
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160 |
||
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
161 |
if (state == "idle" || state == "wander") |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
162 |
{ |
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
163 |
aiTime += Monocle::deltaTime; |
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if (aiTime > 1.0f) |
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165 |
{ |
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166 |
switch (rand() % 3) |
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167 |
{ |
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168 |
case 0: // idle |
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169 |
//printf("idle\n"); |
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direction = Vector2::zero; |
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state = "idle"; |
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172 |
break; |
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173 |
case 1: // move |
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174 |
if (state != "wander") { |
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175 |
//printf("wander\n"); |
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176 |
direction = Vector2::Random(); |
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177 |
state = "wander"; |
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178 |
break; |
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179 |
} |
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180 |
} |
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181 |
||
182 |
aiTime = 0.0f; |
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183 |
} |
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184 |
||
185 |
Player *player = ((DarkScene *)scene)->player; |
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186 |
if ( (player->position - position).GetSquaredMagnitude() < |
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187 |
pow(player->noisiness, 2) ) |
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188 |
{ |
|
17
by Josh C
alert noise |
189 |
//printf("alert\n"); |
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
190 |
state = "alert"; |
17
by Josh C
alert noise |
191 |
alert->Play(); |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
192 |
direction = Vector2::zero; |
18
by Josh C
ping! |
193 |
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 |
194 |
aiTime = 0.0f; // diff variable? stateTime? |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
195 |
} |
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
196 |
} // if idle or wander |
197 |
else if (state == "alert") |
|
198 |
{ |
|
199 |
aiTime += Monocle::deltaTime; |
|
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
200 |
|
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
201 |
// if we've been listening past the grace period and hear |
202 |
// something, switch state again |
|
19
by Josh C
beginnings of "stalk" state |
203 |
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING! |
204 |
Player *player = ((DarkScene *)scene)->player; |
|
205 |
if ( aiTime > 1.0f && |
|
206 |
(player->position - position).GetSquaredMagnitude() < |
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207 |
pow(player->noisiness * 2, 2) ) |
|
208 |
{ |
|
209 |
state = "stalk"; |
|
210 |
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) |
211 |
direction = (player->position - position).GetNormalized(); |
212 |
maxspeed = STALKSPEED; |
|
19
by Josh C
beginnings of "stalk" state |
213 |
aiTime = 0.0f; |
214 |
} |
|
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
215 |
|
216 |
// if we've been listening a long time, switch back to idle |
|
17
by Josh C
alert noise |
217 |
if (aiTime > 5.0f) { |
218 |
//printf("end alert\n"); |
|
219 |
state = "idle"; |
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19
by Josh C
beginnings of "stalk" state |
220 |
aiTime = 0.0f; |
17
by Josh C
alert noise |
221 |
} |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
222 |
} |
19
by Josh C
beginnings of "stalk" state |
223 |
else if (state == "stalk") |
224 |
{ |
|
225 |
aiTime += Monocle::deltaTime; |
|
20
by Josh C
some more stalk logic |
226 |
|
227 |
// Go to HUNT if: |
|
228 |
// * it's been >1s & we hear the player |
|
229 |
// * we collide with the player |
|
230 |
Player *player = ((DarkScene *)scene)->player; |
|
231 |
if ((aiTime > 1.0f && |
|
232 |
(player->position - position).GetSquaredMagnitude() < |
|
233 |
pow(player->noisiness, 2) ) |
|
234 |
|| Collide("player") |
|
235 |
) |
|
236 |
{ |
|
26
by Josh C
now they chase you (hunt) |
237 |
state = "hunt"; |
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
238 |
direction = (player->position - position).GetNormalized(); |
26
by Josh C
now they chase you (hunt) |
239 |
maxspeed = 0; // give them a running start |
240 |
sniff->Stop(); |
|
241 |
freakout->Play(); |
|
28
by Josh C
big yellow ping |
242 |
Ping::NewPing(position, 8.0f, 64.0f, 0.15f); |
26
by Josh C
now they chase you (hunt) |
243 |
aiTime = 0.0f; |
244 |
noiseTime = 0.0f; |
|
24
by Josh C
continue to work on stalk. |
245 |
} |
20
by Josh C
some more stalk logic |
246 |
|
24
by Josh C
continue to work on stalk. |
247 |
// Go back to IDLE if: |
248 |
// * we hit a wall |
|
26
by Josh C
now they chase you (hunt) |
249 |
// * we stalk for more than 10-15s |
31
by Josh C
harder maze, safe zone, they kill you |
250 |
if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall")) |
24
by Josh C
continue to work on stalk. |
251 |
{ |
252 |
// play frustrated noise? |
|
253 |
state = "idle"; |
|
254 |
aiTime = 0.0f; |
|
255 |
sniff->Stop(); |
|
256 |
maxspeed = DEFAULT_MAXSPEED; |
|
257 |
direction = Vector2::zero; |
|
20
by Josh C
some more stalk logic |
258 |
} |
19
by Josh C
beginnings of "stalk" state |
259 |
} |
26
by Josh C
now they chase you (hunt) |
260 |
else if (state == "hunt") |
261 |
{ |
|
262 |
aiTime += Monocle::deltaTime; |
|
263 |
noiseTime += Monocle::deltaTime; |
|
27
by Josh C
they hear you more + fixed a bug if they're right on top of you |
264 |
graceTime += Monocle::deltaTime; |
26
by Josh C
now they chase you (hunt) |
265 |
|
27
by Josh C
they hear you more + fixed a bug if they're right on top of you |
266 |
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED)) |
26
by Josh C
now they chase you (hunt) |
267 |
maxspeed = DEFAULT_MAXSPEED; |
268 |
||
269 |
// if we hear the player ( |
|
270 |
Player *player = ((DarkScene *)scene)->player; |
|
271 |
if ( (player->position - position).GetSquaredMagnitude() < |
|
272 |
pow(player->noisiness, 2) ) |
|
273 |
{ |
|
274 |
direction = (player->position - position).GetNormalized(); |
|
275 |
aiTime = 0.0f; |
|
27
by Josh C
they hear you more + fixed a bug if they're right on top of you |
276 |
if (noiseTime > 2.0f) { |
26
by Josh C
now they chase you (hunt) |
277 |
freakout->Play(); |
28
by Josh C
big yellow ping |
278 |
Ping::NewPing(position, 8.0f, 64.0f, 0.15f); |
26
by Josh C
now they chase you (hunt) |
279 |
noiseTime = 0.0f; |
280 |
} |
|
281 |
} |
|
282 |
||
283 |
// I guess chill out if it's been a while |
|
284 |
if (aiTime > 15.0f) { |
|
285 |
state = "alert"; |
|
286 |
//alert->Play(); |
|
287 |
direction = Vector2::zero; |
|
288 |
aiTime = 0.0f; |
|
27
by Josh C
they hear you more + fixed a bug if they're right on top of you |
289 |
noiseTime = 0.0f; |
290 |
graceTime = 0.0f; |
|
26
by Josh C
now they chase you (hunt) |
291 |
} |
292 |
||
31
by Josh C
harder maze, safe zone, they kill you |
293 |
// if we collide with you, move you back to the starting point |
294 |
if (Collide("player")) { |
|
32
by Josh C
chompy noise, make collisions with hunters work a little better |
295 |
// TODO: first wait a second or 3? |
296 |
chomp->Play(); |
|
31
by Josh C
harder maze, safe zone, they kill you |
297 |
DarkScene *scene = (DarkScene *) GetScene(); |
298 |
Entity* playersp = scene->GetFirstEntityWithTag("playerspawner"); |
|
299 |
scene->player->position = playersp->position; |
|
300 |
} |
|
26
by Josh C
now they chase you (hunt) |
301 |
} |
16
by Josh C
track palyer noisiness, beginnings of "alert" state for creatures |
302 |
|
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
303 |
velocity += direction * ACCELERATION * Monocle::deltaTime; |
304 |
||
305 |
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime); |
|
306 |
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime); |
|
307 |
||
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
308 |
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2)) |
309 |
velocity = velocity.GetNormalized() * maxspeed; |
|
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
310 |
|
6
by Josh C
skittering blue square |
311 |
bool xcol = false; |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
312 |
bool ycol = false; |
313 |
||
314 |
position.x += velocity.x * Monocle::deltaTime; |
|
31
by Josh C
harder maze, safe zone, they kill you |
315 |
while (Collide("Solid") || Collide("creaturewall")) |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
316 |
{ |
317 |
xcol = true; |
|
318 |
if (velocity.x == 0) { break; } |
|
319 |
//printf("collision1\n"); |
|
320 |
position.x -= SIGN(velocity.x, 0.1); |
|
321 |
} |
|
322 |
if (xcol) {velocity.x = 0;} |
|
323 |
||
324 |
position.y += velocity.y * Monocle::deltaTime; |
|
31
by Josh C
harder maze, safe zone, they kill you |
325 |
while (Collide("Solid") || Collide("creaturewall")) |
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
326 |
{ |
327 |
ycol = true; |
|
328 |
if (velocity.y == 0) { break; } |
|
329 |
//printf("collision2\n"); |
|
330 |
position.y -= SIGN(velocity.y, 0.1); |
|
331 |
} |
|
332 |
if (ycol) {velocity.y = 0;} |
|
6
by Josh C
skittering blue square |
333 |
|
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
334 |
Vector2 distance = ((DarkScene *)scene)->player->position - position; |
335 |
if (state == "stalk") |
|
336 |
{ |
|
24
by Josh C
continue to work on stalk. |
337 |
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f; |
22
by Josh C
stalker moves slow and sniffs (and doesn't scuttle) |
338 |
sniff->SetVolume(vol); |
339 |
sniff->Play(); |
|
340 |
sprite->Play("slowmove"); |
|
341 |
} |
|
342 |
else if (velocity.GetSquaredMagnitude() > 20) |
|
343 |
{ |
|
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
344 |
// 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) |
345 |
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f; |
15
by Josh C
make maxspeed work. footstep volume has to do with speed. skitter |
346 |
skitter1->SetVolume(vol); |
8
by Josh C
harder to see creatures |
347 |
skitter1->Play(); |
348 |
sprite->Play("move"); |
|
349 |
} |
|
6
by Josh C
skittering blue square |
350 |
else |
8
by Josh C
harder to see creatures |
351 |
{ |
352 |
skitter1->Pause(); //Stop()? |
|
353 |
sprite->Play("idle"); |
|
354 |
} |
|
5
by Josh C
added a "creature" moving around w/ the same dynamics as you do |
355 |
} |
356 |
||
18
by Josh C
ping! |
357 |
Ping::Ping() : Entity(), |
358 |
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f) |
|
359 |
{ |
|
360 |
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64); |
|
361 |
SetGraphic(sprite); |
|
362 |
scale = Vector2::zero; |
|
363 |
} |
|
364 |
||
365 |
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2) |
|
366 |
{ |
|
367 |
Ping *ping = new Ping(); |
|
368 |
ping->d1 = d1; |
|
369 |
ping->d2 = d2; |
|
370 |
ping->t2 = t2; |
|
371 |
ping->position = pos; |
|
372 |
||
373 |
Game::GetScene()->Add(ping); |
|
374 |
return ping; |
|
375 |
} |
|
376 |
||
377 |
void Ping::Update() |
|
378 |
{ |
|
379 |
Entity::Update(); |
|
380 |
||
381 |
// once we're done LERPing, get gone |
|
382 |
if (t > t2) |
|
383 |
RemoveSelf(); |
|
384 |
||
385 |
t += Monocle::deltaTime; |
|
386 |
float scaleFactor = LERP(d1/64, d2/64, t/t2); |
|
387 |
scale = Vector2(scaleFactor, scaleFactor); |
|
388 |
} |
|
389 |
||
1
by Josh C
initial commit |
390 |
// Scene |
391 |
||
392 |
DarkScene::DarkScene() : Scene() |
|
393 |
{ |
|
394 |
} |
|
395 |
||
396 |
void DarkScene::Begin() |
|
397 |
{ |
|
398 |
Scene::Begin(); |
|
399 |
||
400 |
Graphics::Set2D(1024, 768); |
|
401 |
||
33
by Josh C
win! |
402 |
Text *inst1 = new Text("Use arrow keys to move"); |
403 |
inst1->position = Vector2(-492, -354); |
|
404 |
Add(inst1); |
|
405 |
||
1
by Josh C
initial commit |
406 |
Text *inst2 = new Text("Press ESC to quit"); |
33
by Josh C
win! |
407 |
inst2->position = Vector2(-492, -334); // 20px h, 30px v from U-L corner |
1
by Josh C
initial commit |
408 |
Add(inst2); |
409 |
||
410 |
Input::DefineMaskKey("left", KEY_LEFT); |
|
411 |
Input::DefineMaskKey("right", KEY_RIGHT); |
|
412 |
Input::DefineMaskKey("up", KEY_UP); |
|
413 |
Input::DefineMaskKey("down", KEY_DOWN); |
|
414 |
||
415 |
Input::DefineMaskKey("up", KEY_W); |
|
416 |
Input::DefineMaskKey("left", KEY_A); |
|
417 |
Input::DefineMaskKey("down", KEY_S); |
|
418 |
Input::DefineMaskKey("right", KEY_D); |
|
419 |
||
420 |
// level editor |
|
421 |
Add( levelEditor = new LevelEditor() ); |
|
422 |
levelEditor->Disable(); |
|
423 |
||
424 |
// load level from files |
|
425 |
Level::LoadProject("project.xml"); |
|
426 |
Level::Load("level.xml", this); |
|
4
by Josh C
invisible walls and code to bump into them |
427 |
|
21
by Josh C
player and creature spawners in level editor |
428 |
HideSpawners(); |
429 |
Spawn(); |
|
430 |
||
13
by Josh C
visible walls |
431 |
std::list<Entity*> *walls = GetAllTag("wall"); |
432 |
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i) |
|
4
by Josh C
invisible walls and code to bump into them |
433 |
{ |
434 |
Entity *e = (*i); |
|
435 |
Vector2 s = e->scale; |
|
436 |
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64)); |
|
437 |
} |
|
31
by Josh C
harder maze, safe zone, they kill you |
438 |
|
439 |
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall"); |
|
440 |
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i) |
|
441 |
{ |
|
442 |
Entity *e = (*i); |
|
443 |
Vector2 s = e->scale; |
|
444 |
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64)); |
|
445 |
} |
|
33
by Josh C
win! |
446 |
|
447 |
Entity* exit = GetFirstEntityWithTag("exit"); |
|
448 |
Vector2 s = exit->scale; |
|
449 |
exit->SetCollider(new RectangleCollider(s.x * 64, s.y * 64)); |
|
450 |
||
1
by Josh C
initial commit |
451 |
|
21
by Josh C
player and creature spawners in level editor |
452 |
Graphics::SetBackgroundColor(Color::green * 0.2f); |
453 |
||
454 |
} |
|
455 |
||
456 |
void DarkScene::HideSpawners() |
|
457 |
{ |
|
458 |
std::list<Entity*> *spawners = GetAllTag("spawner"); |
|
459 |
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");} |
|
460 |
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i) |
|
461 |
(*i)->isVisible = false; |
|
462 |
} |
|
463 |
||
464 |
void DarkScene::ShowSpawners() |
|
465 |
{ |
|
466 |
std::list<Entity*> *spawners = GetAllTag("spawner"); |
|
467 |
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i) |
|
468 |
(*i)->isVisible = true; |
|
469 |
} |
|
470 |
||
471 |
void DarkScene::Spawn() |
|
472 |
{ |
|
473 |
Entity* playersp = GetFirstEntityWithTag("playerspawner"); |
|
11
by Josh C
disappear darkness mask in editor mode |
474 |
player = new Player(); |
21
by Josh C
player and creature spawners in level editor |
475 |
player->position = playersp->position;; |
1
by Josh C
initial commit |
476 |
Add(player); |
10
by Josh C
"light" in the dark |
477 |
Add(player->dark); |
1
by Josh C
initial commit |
478 |
|
21
by Josh C
player and creature spawners in level editor |
479 |
std::list<Entity*> *spawners = GetAllTag("creaturespawner"); |
480 |
// Ugh, monocle is double-entering all the tags... |
|
481 |
spawners->sort(); |
|
482 |
spawners->unique(); |
|
483 |
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i) |
|
484 |
{ |
|
485 |
Creature *creature = new Creature(); |
|
486 |
creature->position = (*i)->position; |
|
487 |
Add(creature); |
|
488 |
} |
|
1
by Josh C
initial commit |
489 |
} |
490 |
||
491 |
void DarkScene::Update() |
|
492 |
{ |
|
493 |
Scene::Update(); |
|
494 |
||
495 |
if (Input::IsKeyPressed(KEY_ESCAPE)) |
|
496 |
Game::Quit(); |
|
497 |
||
498 |
if (isPaused) |
|
499 |
{ |
|
500 |
if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL)) |
|
501 |
Level::Save(); |
|
502 |
||
503 |
if (Input::IsKeyPressed(KEY_A)) |
|
504 |
Scene::GetCamera()->position.x -= 600; |
|
505 |
||
506 |
if (Input::IsKeyPressed(KEY_D)) |
|
507 |
Scene::GetCamera()->position.x += 600; |
|
508 |
} |
|
509 |
||
510 |
if (Input::IsKeyPressed(KEY_TAB)) |
|
511 |
{ |
|
512 |
// if we're not doing anything in the levelEditor... |
|
513 |
if (levelEditor->GetState() == FTES_NONE) |
|
514 |
{ |
|
515 |
isPaused = !isPaused; |
|
516 |
||
11
by Josh C
disappear darkness mask in editor mode |
517 |
if (isPaused) { |
12
by Josh C
drastically less hacky way to hide the darkness |
518 |
player->dark->isVisible = false; |
21
by Josh C
player and creature spawners in level editor |
519 |
ShowSpawners(); |
1
by Josh C
initial commit |
520 |
levelEditor->Enable(); |
11
by Josh C
disappear darkness mask in editor mode |
521 |
} else { |
21
by Josh C
player and creature spawners in level editor |
522 |
HideSpawners(); |
1
by Josh C
initial commit |
523 |
levelEditor->Disable(); |
12
by Josh C
drastically less hacky way to hide the darkness |
524 |
player->dark->isVisible = true; |
11
by Josh C
disappear darkness mask in editor mode |
525 |
} |
1
by Josh C
initial commit |
526 |
} |
527 |
} |
|
528 |
||
529 |
}// DarkScene::Update |
|
530 |
||
531 |
Text::Text(const std::string& text, FontAsset* font) |
|
532 |
: Entity(), text(text) |
|
533 |
{ |
|
534 |
if (font == NULL) |
|
535 |
this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f); |
|
536 |
else |
|
537 |
this->font = font; |
|
11
by Josh C
disappear darkness mask in editor mode |
538 |
|
539 |
SetLayer(-2); |
|
1
by Josh C
initial commit |
540 |
} |
541 |
||
542 |
void Text::Render() |
|
543 |
{ |
|
544 |
Graphics::PushMatrix(); |
|
545 |
||
546 |
// place text directly relative to camera |
|
547 |
Graphics::Translate(scene->GetCamera()->position + position); |
|
548 |
||
549 |
Graphics::SetBlend(BLEND_ALPHA); |
|
550 |
Graphics::SetColor(Color::white); |
|
551 |
Graphics::BindFont(font); |
|
552 |
||
553 |
Graphics::RenderText(*font, text, 0, 0); |
|
554 |
Graphics::PopMatrix(); |
|
555 |
} |
|
556 |
||
557 |
} |