94
94
Creature::Creature() : Entity(),
101
99
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
102
100
sprite->Add("idle", 0, 0, 0.35f);
111
109
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
112
110
skitter1->SetLoops(0); //loop indefinitely
113
112
alert = Assets::RequestAudio("alert.ogg");
114
stalk = Assets::RequestAudio("stalk.ogg");
116
114
velocity = Vector2::Random() * MAXSPEED;
168
166
// if we've been listening past the grace period and hear
169
167
// something, switch state again
170
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
171
Player *player = ((DarkScene *)scene)->player;
172
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);
179
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")
193
aiTime += Monocle::deltaTime;
194
noiseTime += Monocle::deltaTime;
197
// * it's been >1s & we hear the player
198
// * we collide with the player
199
Player *player = ((DarkScene *)scene)->player;
200
if ((aiTime > 1.0f &&
201
(player->position - position).GetSquaredMagnitude() <
202
pow(player->noisiness, 2) )
207
direction = (player->position - position).GetNormalized() * HUNTSPEED;
208
// Play hunt noise (REEET!)
213
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
214
// if we hit a wall, call off the search?
215
//we'll want to play that sound again
216
// do others go ALERT if we start stalking?
217
//probably a timeout here too.
220
176
velocity += direction * ACCELERATION * Monocle::deltaTime;