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Creature::Creature() : Entity(),
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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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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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skitter1->SetLoops(0); //loop indefinitely
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alert = Assets::RequestAudio("alert.ogg");
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stalk = Assets::RequestAudio("stalk.ogg");
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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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if ( (player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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// TODO: Play startled noise
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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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// TODO: Play pulse animation (yellow?)
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aiTime = 0.0f; // diff variable? stateTime?
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} // if idle or wander
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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() * 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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noiseTime += 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() * HUNTSPEED;
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// Play hunt noise (REEET!)
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//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
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// if we hit a wall, call off the search?
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//we'll want to play that sound again
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// do others go ALERT if we start stalking?
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//probably a timeout here too.
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velocity += direction * ACCELERATION * Monocle::deltaTime;
267
Ping::Ping() : Entity(),
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d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
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sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
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scale = Vector2::zero;
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Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
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Ping *ping = new Ping();
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ping->position = pos;
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Game::GetScene()->Add(ping);
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// once we're done LERPing, get gone
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t += Monocle::deltaTime;
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float scaleFactor = LERP(d1/64, d2/64, t/t2);
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scale = Vector2(scaleFactor, scaleFactor);
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216
DarkScene::DarkScene() : 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*> *walls = GetAllTag("wall");
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for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
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e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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Graphics::SetBackgroundColor(Color::green * 0.2f);
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void DarkScene::HideSpawners()
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std::list<Entity*> *spawners = GetAllTag("spawner");
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if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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(*i)->isVisible = false;
357
void DarkScene::ShowSpawners()
359
std::list<Entity*> *spawners = GetAllTag("spawner");
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
361
(*i)->isVisible = true;
364
void DarkScene::Spawn()
366
Entity* playersp = GetFirstEntityWithTag("playerspawner");
367
256
player = new Player();
368
player->position = playersp->position;;
257
player->position = Graphics::GetScreenCenter();
370
259
Add(player->dark);
372
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
373
// Ugh, monocle is double-entering all the tags...
376
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
378
Creature *creature = new Creature();
379
creature->position = (*i)->position;
261
Creature *creature = new Creature;
262
creature->position = Graphics::GetScreenCenter();
265
Creature *creature2 = new Creature;
266
creature2->position = Graphics::GetScreenCenter();
269
Graphics::SetBackgroundColor(Color::green * 0.2f);
384
273
void DarkScene::Update()