/minild29

To get this branch, use:
bzr branch http://9ix.org/bzr/minild29
1 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;
16 by Josh C
track palyer noisiness, beginnings of "alert" state for creatures
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    float noisiness;
1 by Josh C
initial commit
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    SpriteAnimation *sprite;
10 by Josh C
"light" in the dark
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    Entity *dark;
7 by Josh C
footsteps
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    AudioDeck *footsteps;
1 by Josh C
initial commit
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3 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;    
1 by Josh C
initial commit
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  };
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5 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;
26 by Josh C
now they chase you (hunt)
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    float noiseTime;
27 by Josh C
they hear you more + fixed a bug if they're right on top of you
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    float graceTime;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
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    std::string state;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
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    float maxspeed;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
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    SpriteAnimation *sprite;
6 by Josh C
skittering blue square
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    AudioDeck *skitter1;
17 by Josh C
alert noise
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    AudioAsset *alert;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
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    AudioDeck *sniff;
26 by Josh C
now they chase you (hunt)
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    AudioAsset *freakout;
32 by Josh C
chompy noise, make collisions with hunters work a little better
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    AudioAsset *chomp;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
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    int const FRICTION;
19 by Josh C
beginnings of "stalk" state
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    int const ACCELERATION;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
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    float const DEFAULT_MAXSPEED;
19 by Josh C
beginnings of "stalk" state
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    float const STALKSPEED;
22 by Josh C
stalker moves slow and sniffs (and doesn't scuttle)
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    //float const HUNTSPEED;
5 by Josh C
added a "creature" moving around w/ the same dynamics as you do
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  };
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18 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();
21 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();
1 by Josh C
initial commit
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    LevelEditor *levelEditor;
11 by Josh C
disappear darkness mask in editor mode
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    Player *player;
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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