5
6
Player::Player() : Entity(),
10
11
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
11
12
sprite->Add("idle", 0, 0, 0.35f);
49
52
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
50
53
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
55
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
56
velocity = velocity.GetNormalized() * MAXSPEED;
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77
position.y -= SIGN(velocity.y, 0.1);
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79
if (ycol) {velocity.y = 0;}
75
if (velocity.GetSquaredMagnitude() > 20)
78
footsteps->Pause(); //Stop()?
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;
80
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dark->position = position;
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109
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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skitter1->SetLoops(0); //loop indefinitely
112
alert = Assets::RequestAudio("alert.ogg");
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velocity = Vector2::Random() * MAXSPEED;
105
116
//set aiTime to random so creatures tick at different times
106
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aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
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122
void Creature::Update()
111
124
Entity::Update();
113
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) )
120
157
direction = Vector2::zero;
124
if (state != "wander") {
125
//printf("wander\n");
126
direction = Vector2::Random();
158
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
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
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// if we've been listening a long time, switch back to idle
171
//printf("end alert\n");
135
176
velocity += direction * ACCELERATION * Monocle::deltaTime;
137
178
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
138
179
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
181
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
182
velocity = velocity.GetNormalized() * MAXSPEED;
140
184
bool xcol = false;
141
185
bool ycol = false;
163
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);
165
213
skitter1->Play();
166
214
sprite->Play("move");
223
Ping::Ping() : Entity(),
224
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
226
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
228
scale = Vector2::zero;
231
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
233
Ping *ping = new Ping();
237
ping->position = pos;
239
Game::GetScene()->Add(ping);
247
// once we're done LERPing, get gone
251
t += Monocle::deltaTime;
252
float scaleFactor = LERP(d1/64, d2/64, t/t2);
253
scale = Vector2(scaleFactor, scaleFactor);
177
258
DarkScene::DarkScene() : Scene()