61
Collider *collider = NULL;
63
61
position.x += velocity.x * Monocle::deltaTime;
64
while (Collide("Solid") || (collider = Collide("creature")))
62
while (Collide("Solid"))
66
// Don't colide with hunters. We should just die.
68
Creature *c = (Creature *) collider->GetEntity();
69
if (c->state == "hunt") { break; }
73
65
if (velocity.x == 0) { break; }
74
66
//printf("collision1\n");
77
69
if (xcol) {velocity.x = 0;}
80
71
position.y += velocity.y * Monocle::deltaTime;
81
while (Collide("Solid") || (collider = Collide("creature")))
72
while (Collide("Solid"))
83
// Don't colide with hunters. We should just die.
85
Creature *c = (Creature *) collider->GetEntity();
86
if (c->state == "hunt") { break; }
90
75
if (velocity.y == 0) { break; }
91
76
//printf("collision2\n");
109
94
Creature::Creature() : Entity(),
112
DEFAULT_MAXSPEED(80.0f),
115
99
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
116
100
sprite->Add("idle", 0, 0, 0.35f);
117
101
sprite->Add("move", 1, 2, 4.0f);
118
sprite->Add("slowmove", 1, 2, 2.0f);
119
102
sprite->Play("idle");
120
103
SetGraphic(sprite);
121
104
scale = Vector2(0.25, 0.25);
123
106
AddTag("creature");
124
107
SetCollider(new RectangleCollider(16, 16));
126
alert = Assets::RequestAudio("alert.ogg");
127
freakout = Assets::RequestAudio("freakout.ogg");
128
chomp = Assets::RequestAudio("chomp.ogg");
129
109
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
130
110
skitter1->SetLoops(0); //loop indefinitely
131
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
134
maxspeed = DEFAULT_MAXSPEED;
112
velocity = Vector2::Random() * MAXSPEED;
136
114
//set aiTime to random so creatures tick at different times
137
115
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
142
118
void Creature::Update()
171
147
if ( (player->position - position).GetSquaredMagnitude() <
172
148
pow(player->noisiness, 2) )
151
// TODO: Play startled noise
177
152
direction = Vector2::zero;
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
153
// TODO: Play pulse animation (yellow?)
179
154
aiTime = 0.0f; // diff variable? stateTime?
181
156
} // if idle or wander
186
161
// if we've been listening past the grace period and hear
187
162
// something, switch state again
188
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
189
Player *player = ((DarkScene *)scene)->player;
190
if ( aiTime > 1.0f &&
191
(player->position - position).GetSquaredMagnitude() <
192
pow(player->noisiness * 2, 2) )
195
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
196
direction = (player->position - position).GetNormalized();
197
maxspeed = STALKSPEED;
201
164
// if we've been listening a long time, switch back to idle
203
//printf("end alert\n");
208
else if (state == "stalk")
210
aiTime += Monocle::deltaTime;
213
// * it's been >1s & we hear the player
214
// * we collide with the player
215
Player *player = ((DarkScene *)scene)->player;
216
if ((aiTime > 1.0f &&
217
(player->position - position).GetSquaredMagnitude() <
218
pow(player->noisiness, 2) )
223
direction = (player->position - position).GetNormalized();
224
maxspeed = 0; // give them a running start
227
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
232
// Go back to IDLE if:
234
// * we stalk for more than 10-15s
235
if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
237
// play frustrated noise?
241
maxspeed = DEFAULT_MAXSPEED;
242
direction = Vector2::zero;
245
else if (state == "hunt")
247
aiTime += Monocle::deltaTime;
248
noiseTime += Monocle::deltaTime;
249
graceTime += Monocle::deltaTime;
251
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
252
maxspeed = DEFAULT_MAXSPEED;
254
// if we hear the player (
255
Player *player = ((DarkScene *)scene)->player;
256
if ( (player->position - position).GetSquaredMagnitude() <
257
pow(player->noisiness, 2) )
259
direction = (player->position - position).GetNormalized();
261
if (noiseTime > 2.0f) {
263
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
268
// I guess chill out if it's been a while
269
if (aiTime > 15.0f) {
272
direction = Vector2::zero;
278
// if we collide with you, move you back to the starting point
279
if (Collide("player")) {
280
// TODO: first wait a second or 3?
282
DarkScene *scene = (DarkScene *) GetScene();
283
Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
284
scene->player->position = playersp->position;
288
167
velocity += direction * ACCELERATION * Monocle::deltaTime;
290
169
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
291
170
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
293
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
294
velocity = velocity.GetNormalized() * maxspeed;
172
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
173
velocity = velocity.GetNormalized() * MAXSPEED;
296
175
bool xcol = false;
297
176
bool ycol = false;
299
178
position.x += velocity.x * Monocle::deltaTime;
300
while (Collide("Solid") || Collide("creaturewall"))
179
while (Collide("Solid"))
303
182
if (velocity.x == 0) { break; }
317
196
if (ycol) {velocity.y = 0;}
319
Vector2 distance = ((DarkScene *)scene)->player->position - position;
320
if (state == "stalk")
322
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
323
sniff->SetVolume(vol);
325
sprite->Play("slowmove");
327
else if (velocity.GetSquaredMagnitude() > 20)
198
if (velocity.GetSquaredMagnitude() > 20)
200
Vector2 distance = ((DarkScene *)scene)->player->position - position;
329
201
// at distance 0, vol should be 1.0. at 800, it should be 0.
330
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
202
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
331
203
skitter1->SetVolume(vol);
332
204
skitter1->Play();
333
205
sprite->Play("move");
342
Ping::Ping() : Entity(),
343
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
345
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
347
scale = Vector2::zero;
350
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
352
Ping *ping = new Ping();
356
ping->position = pos;
358
Game::GetScene()->Add(ping);
366
// once we're done LERPing, get gone
370
t += Monocle::deltaTime;
371
float scaleFactor = LERP(d1/64, d2/64, t/t2);
372
scale = Vector2(scaleFactor, scaleFactor);
377
216
DarkScene::DarkScene() : Scene()
416
252
Vector2 s = e->scale;
417
253
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
420
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
421
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
424
Vector2 s = e->scale;
425
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
428
Graphics::SetBackgroundColor(Color::green * 0.2f);
432
void DarkScene::HideSpawners()
434
std::list<Entity*> *spawners = GetAllTag("spawner");
435
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
436
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
437
(*i)->isVisible = false;
440
void DarkScene::ShowSpawners()
442
std::list<Entity*> *spawners = GetAllTag("spawner");
443
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
444
(*i)->isVisible = true;
447
void DarkScene::Spawn()
449
Entity* playersp = GetFirstEntityWithTag("playerspawner");
450
256
player = new Player();
451
player->position = playersp->position;;
257
player->position = Graphics::GetScreenCenter();
453
259
Add(player->dark);
455
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
456
// Ugh, monocle is double-entering all the tags...
459
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
461
Creature *creature = new Creature();
462
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);
467
273
void DarkScene::Update()