94
85
Creature::Creature() : Entity(),
97
DEFAULT_MAXSPEED(80.0f),
100
90
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
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sprite->Add("idle", 0, 0, 0.35f);
102
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sprite->Add("move", 1, 2, 4.0f);
103
sprite->Add("slowmove", 1, 2, 2.0f);
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sprite->Play("idle");
105
94
SetGraphic(sprite);
106
95
scale = Vector2(0.25, 0.25);
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97
AddTag("creature");
109
98
SetCollider(new RectangleCollider(16, 16));
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alert = Assets::RequestAudio("alert.ogg");
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freakout = Assets::RequestAudio("freakout.ogg");
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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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skitter1->SetLoops(0); //loop indefinitely
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sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
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maxspeed = DEFAULT_MAXSPEED;
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velocity = Vector2::Random() * MAXSPEED;
120
105
//set aiTime to random so creatures tick at different times
121
106
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
126
109
void Creature::Update()
128
111
Entity::Update();
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if (state == "idle" || state == "wander")
113
aiTime += Monocle::deltaTime;
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aiTime += Monocle::deltaTime;
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direction = Vector2::zero;
143
if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
154
Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
156
pow(player->noisiness, 2) )
161
120
direction = Vector2::zero;
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Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
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aiTime = 0.0f; // diff variable? stateTime?
165
} // if idle or wander
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else if (state == "alert")
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aiTime += Monocle::deltaTime;
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// if we've been listening past the grace period and hear
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// something, switch state again
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// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
173
Player *player = ((DarkScene *)scene)->player;
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if ( aiTime > 1.0f &&
175
(player->position - position).GetSquaredMagnitude() <
176
pow(player->noisiness * 2, 2) )
179
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
180
direction = (player->position - position).GetNormalized();
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maxspeed = STALKSPEED;
185
// if we've been listening a long time, switch back to idle
187
//printf("end alert\n");
192
else if (state == "stalk")
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aiTime += Monocle::deltaTime;
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// * 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) )
207
direction = (player->position - position).GetNormalized();
208
maxspeed = 0; // give them a running start
211
// TODO: big yellow ping
216
// Go back to IDLE if:
218
// * we stalk for more than 10-15s
219
if ((aiTime > 15.0f) || Collide("wall"))
221
// play frustrated noise?
225
maxspeed = DEFAULT_MAXSPEED;
226
direction = Vector2::zero;
229
else if (state == "hunt")
231
aiTime += Monocle::deltaTime;
232
noiseTime += Monocle::deltaTime;
234
if ((aiTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
235
maxspeed = DEFAULT_MAXSPEED;
237
// if we hear the player (
238
Player *player = ((DarkScene *)scene)->player;
239
if ( (player->position - position).GetSquaredMagnitude() <
240
pow(player->noisiness, 2) )
242
direction = (player->position - position).GetNormalized();
244
if (noiseTime > 1.0f) {
246
// TODO: big yellow ping
124
if (state != "wander") {
125
//printf("wander\n");
126
direction = Vector2::Random();
251
// I guess chill out if it's been a while
252
if (aiTime > 15.0f) {
255
direction = Vector2::zero;
259
// if we collide with you... game over?
262
135
velocity += direction * ACCELERATION * Monocle::deltaTime;
264
137
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
265
138
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
267
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
268
velocity = velocity.GetNormalized() * maxspeed;
270
140
bool xcol = false;
271
141
bool ycol = false;
316
Ping::Ping() : Entity(),
317
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
319
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
321
scale = Vector2::zero;
324
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
326
Ping *ping = new Ping();
330
ping->position = pos;
332
Game::GetScene()->Add(ping);
340
// once we're done LERPing, get gone
344
t += Monocle::deltaTime;
345
float scaleFactor = LERP(d1/64, d2/64, t/t2);
346
scale = Vector2(scaleFactor, scaleFactor);
351
177
DarkScene::DarkScene() : Scene()
380
206
Level::LoadProject("project.xml");
381
207
Level::Load("level.xml", this);
386
std::list<Entity*> *walls = GetAllTag("wall");
387
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
209
std::list<Entity*> *inv = GetAllTag("invisible");
210
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
389
212
Entity *e = (*i);
390
213
Vector2 s = e->scale;
391
214
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
394
Graphics::SetBackgroundColor(Color::green * 0.2f);
398
void DarkScene::HideSpawners()
400
std::list<Entity*> *spawners = GetAllTag("spawner");
401
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
402
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
403
(*i)->isVisible = false;
406
void DarkScene::ShowSpawners()
408
std::list<Entity*> *spawners = GetAllTag("spawner");
409
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
410
(*i)->isVisible = true;
413
void DarkScene::Spawn()
415
Entity* playersp = GetFirstEntityWithTag("playerspawner");
416
player = new Player();
417
player->position = playersp->position;;
217
Player *player = new Player;
218
player->position = Graphics::GetScreenCenter();
419
220
Add(player->dark);
421
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
422
// Ugh, monocle is double-entering all the tags...
425
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
427
Creature *creature = new Creature();
428
creature->position = (*i)->position;
222
Creature *creature = new Creature;
223
creature->position = Graphics::GetScreenCenter();
226
Creature *creature2 = new Creature;
227
creature2->position = Graphics::GetScreenCenter();
230
Graphics::SetBackgroundColor(Color::green * 0.2f);
433
234
void DarkScene::Update()