5
6
Player::Player() : Entity(),
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11
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);
15
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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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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77
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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footsteps->Pause(); //Stop()?
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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;
89
dark->position = position;
76
91
//Scene::GetCamera()->position = position;
79
94
Creature::Creature() : Entity(),
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sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
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sprite->Add("move", 1, 2, 4.0f);
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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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AddTag("creature");
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SetCollider(new RectangleCollider(32, 32));
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SetCollider(new RectangleCollider(16, 16));
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109
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
94
110
skitter1->SetLoops(0); //loop indefinitely
96
velocity = Vector2::Random() * ACCELERATION;
112
alert = Assets::RequestAudio("alert.ogg");
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velocity = Vector2::Random() * MAXSPEED;
98
116
//set aiTime to random so creatures tick at different times
99
117
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
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void Creature::Update()
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Entity::Update();
106
aiTime += Monocle::deltaTime;
126
if (state == "idle" || state == "wander")
128
aiTime += Monocle::deltaTime;
135
direction = Vector2::zero;
139
if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
150
Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
152
pow(player->noisiness, 2) )
113
157
direction = Vector2::zero;
117
if (state != "wander") {
118
//printf("wander\n");
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direction = Vector2::Random();
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// TODO: Play pulse animation (yellow?)
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aiTime = 0.0f; // diff variable? stateTime?
161
} // if idle or wander
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else if (state == "alert")
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aiTime += Monocle::deltaTime;
166
// 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");
128
176
velocity += direction * ACCELERATION * Monocle::deltaTime;
130
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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
131
179
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
181
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
182
velocity = velocity.GetNormalized() * MAXSPEED;
133
184
bool xcol = false;
134
185
bool ycol = false;
156
207
if (velocity.GetSquaredMagnitude() > 20)
209
Vector2 distance = ((DarkScene *)scene)->player->position - position;
210
// at distance 0, vol should be 1.0. at 800, it should be 0.
211
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
212
skitter1->SetVolume(vol);
158
213
skitter1->Play();
159
214
sprite->Play("move");
199
254
Level::LoadProject("project.xml");
200
255
Level::Load("level.xml", this);
202
std::list<Entity*> *inv = GetAllTag("invisible");
203
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
257
std::list<Entity*> *walls = GetAllTag("wall");
258
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
205
260
Entity *e = (*i);
206
261
Vector2 s = e->scale;
207
262
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
210
Player *player = new Player;
265
player = new Player();
211
266
player->position = Graphics::GetScreenCenter();
214
270
Creature *creature = new Creature;
215
271
creature->position = Graphics::GetScreenCenter();