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6
Player::Player() : Entity(),
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sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
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sprite->Add("idle", 0, 0, 0.35f);
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sprite->Play("idle");
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SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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footsteps->SetLoops(0); //loop indefinitely
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footsteps->SetVolume(0);
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SetCollider(new RectangleCollider(32, 32));
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SetCollider(new RectangleCollider(16, 16));
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dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
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void Player::Update()
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position.y -= SIGN(velocity.y, 0.1);
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if (ycol) {velocity.y = 0;}
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float magnitude = velocity.GetMagnitude();
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footsteps->SetVolume(magnitude / MAXSPEED);
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// How far away can they hear your footsteps?
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// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
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noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
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dark->position = position;
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//Scene::GetCamera()->position = position;
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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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sprite->Add("move", 1, 2, 4.0f);
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sprite->Play("idle");
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scale = Vector2(0.25, 0.25);
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SetCollider(new RectangleCollider(16, 16));
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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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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 (state == "idle" || state == "wander")
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aiTime += Monocle::deltaTime;
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direction = Vector2::zero;
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if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
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Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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direction = Vector2::zero;
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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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else if (state == "alert")
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aiTime += Monocle::deltaTime;
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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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// if we've been listening a long time, switch back to idle
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//printf("end alert\n");
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velocity += direction * ACCELERATION * Monocle::deltaTime;
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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
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velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
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if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
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velocity = velocity.GetNormalized() * MAXSPEED;
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position.x += velocity.x * Monocle::deltaTime;
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while (Collide("Solid"))
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if (velocity.x == 0) { break; }
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//printf("collision1\n");
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position.x -= SIGN(velocity.x, 0.1);
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if (xcol) {velocity.x = 0;}
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position.y += velocity.y * Monocle::deltaTime;
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while (Collide("Solid"))
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if (velocity.y == 0) { break; }
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//printf("collision2\n");
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position.y -= SIGN(velocity.y, 0.1);
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if (ycol) {velocity.y = 0;}
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if (velocity.GetSquaredMagnitude() > 20)
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Vector2 distance = ((DarkScene *)scene)->player->position - position;
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// at distance 0, vol should be 1.0. at 800, it should be 0.
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float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
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skitter1->SetVolume(vol);
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sprite->Play("move");
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skitter1->Pause(); //Stop()?
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sprite->Play("idle");
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225
DarkScene::DarkScene() : Scene()
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Level::LoadProject("project.xml");
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255
Level::Load("level.xml", this);
106
std::list<Entity*> *inv = GetAllTag("invisible");
107
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
257
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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Entity *e = (*i);
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Vector2 s = e->scale;
111
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e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
114
Player *player = new Player;
265
player = new Player();
115
266
player->position = Graphics::GetScreenCenter();
270
Creature *creature = new Creature;
271
creature->position = Graphics::GetScreenCenter();
274
Creature *creature2 = new Creature;
275
creature2->position = Graphics::GetScreenCenter();
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278
Graphics::SetBackgroundColor(Color::green * 0.2f);