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Viewing changes to Dark.cpp

  • Committer: Josh C
  • Date: 2011-09-17 20:35:53 UTC
  • Revision ID: josh@9ix.org-20110917203553-ix6ixzngvsybetll
visible walls

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{
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  Player::Player() : Entity(),
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                     FRICTION(400),
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                     MAXSPEED(60.0f),
 
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                     MAXSPEED(20.0f),
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                     ACCELERATION(800)
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  {
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    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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    scale = Vector2(0.25, 0.25);
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    AddTag("player");
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    footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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    footsteps->SetLoops(0); //loop indefinitely
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    SetCollider(new RectangleCollider(32, 32));
 
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    SetCollider(new RectangleCollider(16, 16));
 
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    dark = new Entity();
 
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    dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
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  }
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  void Player::Update()
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    else
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      footsteps->Pause(); //Stop()?
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    dark->position = position;
 
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    //Scene::GetCamera()->position = position;
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  }
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  Creature::Creature() : Entity(),
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                         FRICTION(800),
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                         MAXSPEED(30.0f),
 
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                         MAXSPEED(15.0f),
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                         ACCELERATION(1200)                      
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  {
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    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->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(32, 32));
 
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    SetCollider(new RectangleCollider(16, 16));
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    skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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    skitter1->SetLoops(0); //loop indefinitely
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    velocity = Vector2::Random() * ACCELERATION;
 
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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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    aiTime += Monocle::deltaTime;
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    if (aiTime > 1.0f)
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      {
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        switch (rand() % 2)
 
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        switch (rand() % 3)
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          {
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          case 0: // idle
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            //printf("idle\n");
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    if (ycol) {velocity.y = 0;}
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    if (velocity.GetSquaredMagnitude() > 20)
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      skitter1->Play();
 
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      {
 
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        skitter1->Play();
 
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        sprite->Play("move");
 
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      }
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    else
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      skitter1->Pause(); //Stop()?
 
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      {
 
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        skitter1->Pause(); //Stop()?
 
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        sprite->Play("idle");
 
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      }
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  }
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  // Scene
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    Level::LoadProject("project.xml");
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    Level::Load("level.xml", this);
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    std::list<Entity*> *inv = GetAllTag("invisible");
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    for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
 
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    std::list<Entity*> *walls = GetAllTag("wall");
 
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    for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
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      {
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        Entity *e = (*i);
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        Vector2 s = e->scale;
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        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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      }
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    Player *player = new Player;
 
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    player = new Player();
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    player->position = Graphics::GetScreenCenter();
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    Add(player);
 
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    Add(player->dark);
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    Creature *creature = new Creature;
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    creature->position = Graphics::GetScreenCenter();
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          {
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            isPaused = !isPaused;
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            if (isPaused)
 
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            if (isPaused) {
 
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              player->dark->isVisible = false;
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              levelEditor->Enable();
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            else
 
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            } else {
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              levelEditor->Disable();
 
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              player->dark->isVisible = true;
 
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            }
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          }
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      }
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      this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f);
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    else
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      this->font = font;
 
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    SetLayer(-2);
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  }
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  void Text::Render()