77
77
position.y -= SIGN(velocity.y, 0.1);
79
79
if (ycol) {velocity.y = 0;}
81
float vol = velocity.GetMagnitude() / MAXSPEED;
82
footsteps->SetVolume(vol);
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;
84
89
dark->position = position;
104
109
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
105
110
skitter1->SetLoops(0); //loop indefinitely
112
alert = Assets::RequestAudio("alert.ogg");
107
114
velocity = Vector2::Random() * MAXSPEED;
109
116
//set aiTime to random so creatures tick at different times
110
117
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
113
122
void Creature::Update()
115
124
Entity::Update();
117
aiTime += Monocle::deltaTime;
126
if (state == "idle" || state == "wander")
128
aiTime += Monocle::deltaTime;
135
direction = Vector2::zero;
139
if (state != "wander") {
140
//printf("wander\n");
141
direction = Vector2::Random();
150
Player *player = ((DarkScene *)scene)->player;
151
if ( (player->position - position).GetSquaredMagnitude() <
152
pow(player->noisiness, 2) )
124
157
direction = Vector2::zero;
128
if (state != "wander") {
129
//printf("wander\n");
130
direction = Vector2::Random();
158
// TODO: Play pulse animation (yellow?)
159
aiTime = 0.0f; // diff variable? stateTime?
161
} // if idle or wander
162
else if (state == "alert")
164
aiTime += Monocle::deltaTime;
166
// if we've been listening past the grace period and hear
167
// something, switch state again
169
// if we've been listening a long time, switch back to idle
171
//printf("end alert\n");
139
176
velocity += direction * ACCELERATION * Monocle::deltaTime;
141
178
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);