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Viewing changes to Dark.cpp

  • Committer: Josh C
  • Date: 2011-09-18 03:21:36 UTC
  • Revision ID: josh@9ix.org-20110918032136-bprcfnl3jg5xmjsx
track palyer noisiness, beginnings of "alert" state for creatures

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  Creature::Creature() : Entity(),
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                         FRICTION(800),
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                         MAXSPEED(80.0f),
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                         ACCELERATION(1200),
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                         STALKSPEED(5.0f),
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                         HUNTSPEED(80.0f)
 
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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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    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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    state = "idle";
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  }
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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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          {
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            //printf("alert\n");
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            state = "alert";
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            alert->Play();
 
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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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          }
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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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          {
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            state = "stalk";
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            stalk->Play();
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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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            aiTime = 0.0f;
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            noiseTime = 0.0f;
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          }
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        // if we've been listening a long time, switch back to idle
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        if (aiTime > 5.0f) {
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          //printf("end alert\n");
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          state = "idle";
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          aiTime = 0.0f;
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        }
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      }
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    else if (state == "stalk")
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      {
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        aiTime += Monocle::deltaTime;
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        noiseTime += Monocle::deltaTime;
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        // Go to HUNT if:
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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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            || Collide("player")
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            )
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          {
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            state == "hunt";
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            direction = (player->position - position).GetNormalized() * HUNTSPEED;
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            // Play hunt noise (REEET!)
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          }
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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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      }
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    velocity += direction * ACCELERATION * Monocle::deltaTime;
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      }
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  }
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  Ping::Ping() : Entity(),
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                 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
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  {
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    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
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    SetGraphic(sprite);
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    scale = Vector2::zero;
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  }
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  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
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  {
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    Ping *ping = new Ping();
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    ping->d1 = d1;
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    ping->d2 = d2;
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    ping->t2 = t2;
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    ping->position = pos;
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    Game::GetScene()->Add(ping);
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    return ping;
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  }
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  void Ping::Update()
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  {
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    Entity::Update();
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    // once we're done LERPing, get gone
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    if (t > t2)
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      RemoveSelf();
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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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  }
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  // Scene
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  DarkScene::DarkScene() : Scene()
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    Level::LoadProject("project.xml");
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    Level::Load("level.xml", this);
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    HideSpawners();
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    Spawn();
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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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        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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      }
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    Graphics::SetBackgroundColor(Color::green * 0.2f);
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  }
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  void DarkScene::HideSpawners()
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  {
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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;
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  }
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  void DarkScene::ShowSpawners()
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  {
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    std::list<Entity*> *spawners = GetAllTag("spawner");
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    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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      (*i)->isVisible = true;
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  }
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  void DarkScene::Spawn()
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  {
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    Entity* playersp = GetFirstEntityWithTag("playerspawner");
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    player = new Player();
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    player->position = playersp->position;;
 
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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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    std::list<Entity*> *spawners = GetAllTag("creaturespawner");
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    // Ugh, monocle is double-entering all the tags...
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    spawners->sort();
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    spawners->unique();
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    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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      {
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        Creature *creature = new Creature();
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        creature->position = (*i)->position;
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        Add(creature);
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      }
 
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    Creature *creature = new Creature;
 
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    creature->position = Graphics::GetScreenCenter();
 
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    Add(creature);
 
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    Creature *creature2 = new Creature;
 
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    creature2->position = Graphics::GetScreenCenter();
 
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    Add(creature2);
 
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    Graphics::SetBackgroundColor(Color::green * 0.2f);
 
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  }
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  void DarkScene::Update()
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            if (isPaused) {
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              player->dark->isVisible = false;
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              ShowSpawners();
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              levelEditor->Enable();
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            } else {
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              HideSpawners();
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              levelEditor->Disable();
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              player->dark->isVisible = true;
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            }