94
94
Creature::Creature() : Entity(),
101
99
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");
114
stalk = Assets::RequestAudio("stalk.ogg");
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114
velocity = Vector2::Random() * MAXSPEED;
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157
direction = Vector2::zero;
160
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
158
// TODO: Play pulse animation (yellow?)
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aiTime = 0.0f; // diff variable? stateTime?
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161
} // if idle or wander
168
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// if we've been listening past the grace period and hear
169
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// something, switch state again
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// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
171
Player *player = ((DarkScene *)scene)->player;
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if ( aiTime > 1.0f &&
173
(player->position - position).GetSquaredMagnitude() <
174
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
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direction = (player->position - position).GetNormalized() * STALKSPEED;
184
169
// if we've been listening a long time, switch back to idle
185
170
if (aiTime > 5.0f) {
186
171
//printf("end alert\n");
191
else if (state == "stalk")
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aiTime += Monocle::deltaTime;
194
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 &&
201
(player->position - position).GetSquaredMagnitude() <
202
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?
215
//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.
220
176
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)
270
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
272
scale = Vector2::zero;
275
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
277
Ping *ping = new Ping();
281
ping->position = pos;
283
Game::GetScene()->Add(ping);
291
// once we're done LERPing, get gone
295
t += Monocle::deltaTime;
296
float scaleFactor = LERP(d1/64, d2/64, t/t2);
297
scale = Vector2(scaleFactor, scaleFactor);
302
225
DarkScene::DarkScene() : Scene()