94
85
Creature::Creature() : Entity(),
97
DEFAULT_MAXSPEED(80.0f),
100
90
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
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sprite->Add("idle", 0, 0, 0.35f);
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sprite->Add("move", 1, 2, 4.0f);
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sprite->Add("slowmove", 1, 2, 2.0f);
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sprite->Play("idle");
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SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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AddTag("creature");
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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;
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//set aiTime to random so creatures tick at different times
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aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
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void Creature::Update()
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111
Entity::Update();
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if (state == "idle" || state == "wander")
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aiTime += Monocle::deltaTime;
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aiTime += Monocle::deltaTime;
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direction = Vector2::zero;
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if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
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Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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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?
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} // 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!
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Player *player = ((DarkScene *)scene)->player;
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if ( aiTime > 1.0f &&
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(player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness * 2, 2) )
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Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
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direction = (player->position - position).GetNormalized();
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maxspeed = STALKSPEED;
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// if we've been listening a long time, switch back to idle
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//printf("end alert\n");
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else if (state == "stalk")
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aiTime += Monocle::deltaTime;
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// * it's been >1s & we hear the player
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// * we collide with the player
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Player *player = ((DarkScene *)scene)->player;
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if ((aiTime > 1.0f &&
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(player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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direction = (player->position - position).GetNormalized();
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maxspeed = 0; // give them a running start
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Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
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// Go back to IDLE if:
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// * we stalk for more than 10-15s
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if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
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// play frustrated noise?
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maxspeed = DEFAULT_MAXSPEED;
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direction = Vector2::zero;
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else if (state == "hunt")
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aiTime += Monocle::deltaTime;
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noiseTime += Monocle::deltaTime;
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graceTime += Monocle::deltaTime;
236
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
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maxspeed = DEFAULT_MAXSPEED;
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// if we hear the player (
240
Player *player = ((DarkScene *)scene)->player;
241
if ( (player->position - position).GetSquaredMagnitude() <
242
pow(player->noisiness, 2) )
244
direction = (player->position - position).GetNormalized();
246
if (noiseTime > 2.0f) {
248
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
124
if (state != "wander") {
125
//printf("wander\n");
126
direction = Vector2::Random();
253
// I guess chill out if it's been a while
254
if (aiTime > 15.0f) {
257
direction = Vector2::zero;
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;
272
135
velocity += direction * ACCELERATION * Monocle::deltaTime;
274
137
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
275
138
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
277
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
278
velocity = velocity.GetNormalized() * maxspeed;
280
140
bool xcol = false;
281
141
bool ycol = false;
283
143
position.x += velocity.x * Monocle::deltaTime;
284
while (Collide("Solid") || Collide("creaturewall"))
144
while (Collide("Solid"))
287
147
if (velocity.x == 0) { break; }
390
206
Level::LoadProject("project.xml");
391
207
Level::Load("level.xml", this);
396
std::list<Entity*> *walls = GetAllTag("wall");
397
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
400
Vector2 s = e->scale;
401
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
404
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
405
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
209
std::list<Entity*> *inv = GetAllTag("invisible");
210
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
407
212
Entity *e = (*i);
408
213
Vector2 s = e->scale;
409
214
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
412
Graphics::SetBackgroundColor(Color::green * 0.2f);
416
void DarkScene::HideSpawners()
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;
424
void DarkScene::ShowSpawners()
426
std::list<Entity*> *spawners = GetAllTag("spawner");
427
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
428
(*i)->isVisible = true;
431
void DarkScene::Spawn()
433
Entity* playersp = GetFirstEntityWithTag("playerspawner");
434
player = new Player();
435
player->position = playersp->position;;
217
Player *player = new Player;
218
player->position = Graphics::GetScreenCenter();
437
220
Add(player->dark);
439
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
440
// Ugh, monocle is double-entering all the tags...
443
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
445
Creature *creature = new Creature();
446
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);
451
234
void DarkScene::Update()