6
5
Player::Player() : Entity(),
11
10
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
12
11
sprite->Add("idle", 0, 0, 0.35f);
52
49
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
53
50
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
55
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
56
velocity = velocity.GetNormalized() * MAXSPEED;
77
71
position.y -= SIGN(velocity.y, 0.1);
79
73
if (ycol) {velocity.y = 0;}
81
float magnitude = velocity.GetMagnitude();
83
footsteps->SetVolume(magnitude / MAXSPEED);
85
// How far away can they hear your footsteps?
86
// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
87
noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
75
if (velocity.GetSquaredMagnitude() > 20)
78
footsteps->Pause(); //Stop()?
89
80
dark->position = position;
109
100
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
110
101
skitter1->SetLoops(0); //loop indefinitely
112
alert = Assets::RequestAudio("alert.ogg");
114
103
velocity = Vector2::Random() * MAXSPEED;
116
105
//set aiTime to random so creatures tick at different times
117
106
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
122
109
void Creature::Update()
124
111
Entity::Update();
126
if (state == "idle" || state == "wander")
113
aiTime += Monocle::deltaTime;
128
aiTime += Monocle::deltaTime;
135
direction = Vector2::zero;
139
if (state != "wander") {
140
//printf("wander\n");
141
direction = Vector2::Random();
150
Player *player = ((DarkScene *)scene)->player;
151
if ( (player->position - position).GetSquaredMagnitude() <
152
pow(player->noisiness, 2) )
157
120
direction = Vector2::zero;
158
// TODO: Play pulse animation (yellow?)
159
aiTime = 0.0f; // diff variable? stateTime?
124
if (state != "wander") {
125
//printf("wander\n");
126
direction = Vector2::Random();
161
} // if idle or wander
162
else if (state == "alert")
164
aiTime += Monocle::deltaTime;
166
// if we've been listening past the grace period and hear
167
// something, switch state again
169
// if we've been listening a long time, switch back to idle
171
//printf("end alert\n");
176
135
velocity += direction * ACCELERATION * Monocle::deltaTime;
178
137
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
179
138
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
181
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
182
velocity = velocity.GetNormalized() * MAXSPEED;
184
140
bool xcol = false;
185
141
bool ycol = false;
207
163
if (velocity.GetSquaredMagnitude() > 20)
209
Vector2 distance = ((DarkScene *)scene)->player->position - position;
210
// at distance 0, vol should be 1.0. at 800, it should be 0.
211
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
212
skitter1->SetVolume(vol);
213
165
skitter1->Play();
214
166
sprite->Play("move");