5
6
Player::Player() : Entity(),
10
11
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
11
12
sprite->Add("idle", 0, 0, 0.35f);
49
52
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
50
53
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
55
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
56
velocity = velocity.GetNormalized() * MAXSPEED;
71
77
position.y -= SIGN(velocity.y, 0.1);
73
79
if (ycol) {velocity.y = 0;}
75
if (velocity.GetSquaredMagnitude() > 20)
78
footsteps->Pause(); //Stop()?
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;
80
89
dark->position = position;
111
120
Entity::Update();
113
aiTime += Monocle::deltaTime;
122
if (state == "idle" || state == "wander")
124
aiTime += Monocle::deltaTime;
131
direction = Vector2::zero;
135
if (state != "wander") {
136
//printf("wander\n");
137
direction = Vector2::Random();
146
Player *player = ((DarkScene *)scene)->player;
147
if ( (player->position - position).GetSquaredMagnitude() <
148
pow(player->noisiness, 2) )
151
// TODO: Play startled noise
120
152
direction = Vector2::zero;
124
if (state != "wander") {
125
//printf("wander\n");
126
direction = Vector2::Random();
153
// TODO: Play pulse animation (yellow?)
154
aiTime = 0.0f; // diff variable? stateTime?
156
} // if idle or wander
157
else if (state == "alert")
159
aiTime += Monocle::deltaTime;
161
// if we've been listening past the grace period and hear
162
// something, switch state again
164
// if we've been listening a long time, switch back to idle
135
167
velocity += direction * ACCELERATION * Monocle::deltaTime;
137
169
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
138
170
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
172
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
173
velocity = velocity.GetNormalized() * MAXSPEED;
140
175
bool xcol = false;
141
176
bool ycol = false;
163
198
if (velocity.GetSquaredMagnitude() > 20)
200
Vector2 distance = ((DarkScene *)scene)->player->position - position;
201
// at distance 0, vol should be 1.0. at 800, it should be 0.
202
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
203
skitter1->SetVolume(vol);
165
204
skitter1->Play();
166
205
sprite->Play("move");
206
245
Level::LoadProject("project.xml");
207
246
Level::Load("level.xml", this);
209
std::list<Entity*> *inv = GetAllTag("invisible");
210
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
248
std::list<Entity*> *walls = GetAllTag("wall");
249
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
212
251
Entity *e = (*i);
213
252
Vector2 s = e->scale;