77
77
position.y -= SIGN(velocity.y, 0.1);
79
79
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;
81
float vol = velocity.GetMagnitude() / MAXSPEED;
82
footsteps->SetVolume(vol);
89
84
dark->position = position;
94
89
Creature::Creature() : Entity(),
97
DEFAULT_MAXSPEED(80.0f),
100
94
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
95
sprite->Add("idle", 0, 0, 0.35f);
102
96
sprite->Add("move", 1, 2, 4.0f);
103
sprite->Add("slowmove", 1, 2, 2.0f);
104
97
sprite->Play("idle");
105
98
SetGraphic(sprite);
106
99
scale = Vector2(0.25, 0.25);
111
104
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
112
105
skitter1->SetLoops(0); //loop indefinitely
113
alert = Assets::RequestAudio("alert.ogg");
114
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
117
maxspeed = DEFAULT_MAXSPEED;
107
velocity = Vector2::Random() * MAXSPEED;
119
109
//set aiTime to random so creatures tick at different times
120
110
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
125
113
void Creature::Update()
127
115
Entity::Update();
129
if (state == "idle" || state == "wander")
117
aiTime += Monocle::deltaTime;
131
aiTime += Monocle::deltaTime;
138
direction = Vector2::zero;
142
if (state != "wander") {
143
//printf("wander\n");
144
direction = Vector2::Random();
153
Player *player = ((DarkScene *)scene)->player;
154
if ( (player->position - position).GetSquaredMagnitude() <
155
pow(player->noisiness, 2) )
160
124
direction = Vector2::zero;
161
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
162
aiTime = 0.0f; // diff variable? stateTime?
164
} // if idle or wander
165
else if (state == "alert")
167
aiTime += Monocle::deltaTime;
169
// if we've been listening past the grace period and hear
170
// something, switch state again
171
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
172
Player *player = ((DarkScene *)scene)->player;
173
if ( aiTime > 1.0f &&
174
(player->position - position).GetSquaredMagnitude() <
175
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized();
180
maxspeed = STALKSPEED;
184
// if we've been listening a long time, switch back to idle
186
//printf("end alert\n");
191
else if (state == "stalk")
193
aiTime += Monocle::deltaTime;
196
// * it's been >1s & we hear the player
197
// * we collide with the player
198
Player *player = ((DarkScene *)scene)->player;
199
if ((aiTime > 1.0f &&
200
(player->position - position).GetSquaredMagnitude() <
201
pow(player->noisiness, 2) )
206
direction = (player->position - position).GetNormalized();
207
//maxspeed = DEFAULT_MAXSPEED;
208
// Play hunt noise (REEET!)
212
// Go back to IDLE if:
214
// * we hunt for more than 10-15s
215
if ((aiTime > 15.0f) || Collide("wall"))
217
// play frustrated noise?
221
maxspeed = DEFAULT_MAXSPEED;
222
direction = Vector2::zero;
128
if (state != "wander") {
129
//printf("wander\n");
130
direction = Vector2::Random();
226
139
velocity += direction * ACCELERATION * Monocle::deltaTime;
228
141
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
229
142
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
231
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
232
velocity = velocity.GetNormalized() * maxspeed;
144
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
145
velocity = velocity.GetNormalized() * MAXSPEED;
234
147
bool xcol = false;
235
148
bool ycol = false;
255
168
if (ycol) {velocity.y = 0;}
257
Vector2 distance = ((DarkScene *)scene)->player->position - position;
258
if (state == "stalk")
260
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
261
sniff->SetVolume(vol);
263
sprite->Play("slowmove");
265
else if (velocity.GetSquaredMagnitude() > 20)
170
if (velocity.GetSquaredMagnitude() > 20)
172
Vector2 distance = ((DarkScene *)scene)->player->position - position;
267
173
// at distance 0, vol should be 1.0. at 800, it should be 0.
268
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
174
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
269
175
skitter1->SetVolume(vol);
270
176
skitter1->Play();
271
177
sprite->Play("move");
280
Ping::Ping() : Entity(),
281
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
283
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
285
scale = Vector2::zero;
288
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
290
Ping *ping = new Ping();
294
ping->position = pos;
296
Game::GetScene()->Add(ping);
304
// once we're done LERPing, get gone
308
t += Monocle::deltaTime;
309
float scaleFactor = LERP(d1/64, d2/64, t/t2);
310
scale = Vector2(scaleFactor, scaleFactor);
315
188
DarkScene::DarkScene() : Scene()
355
225
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
358
Graphics::SetBackgroundColor(Color::green * 0.2f);
362
void DarkScene::HideSpawners()
364
std::list<Entity*> *spawners = GetAllTag("spawner");
365
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
366
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
367
(*i)->isVisible = false;
370
void DarkScene::ShowSpawners()
372
std::list<Entity*> *spawners = GetAllTag("spawner");
373
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
374
(*i)->isVisible = true;
377
void DarkScene::Spawn()
379
Entity* playersp = GetFirstEntityWithTag("playerspawner");
380
228
player = new Player();
381
player->position = playersp->position;;
229
player->position = Graphics::GetScreenCenter();
383
231
Add(player->dark);
385
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
386
// Ugh, monocle is double-entering all the tags...
389
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
391
Creature *creature = new Creature();
392
creature->position = (*i)->position;
233
Creature *creature = new Creature;
234
creature->position = Graphics::GetScreenCenter();
237
Creature *creature2 = new Creature;
238
creature2->position = Graphics::GetScreenCenter();
241
Graphics::SetBackgroundColor(Color::green * 0.2f);
397
245
void DarkScene::Update()