94
94
Creature::Creature() : Entity(),
97
DEFAULT_MAXSPEED(80.0f),
100
99
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
100
sprite->Add("idle", 0, 0, 0.35f);
102
101
sprite->Add("move", 1, 2, 4.0f);
103
sprite->Add("slowmove", 1, 2, 2.0f);
104
102
sprite->Play("idle");
105
103
SetGraphic(sprite);
106
104
scale = Vector2(0.25, 0.25);
111
109
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
112
110
skitter1->SetLoops(0); //loop indefinitely
113
112
alert = Assets::RequestAudio("alert.ogg");
114
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
117
maxspeed = DEFAULT_MAXSPEED;
114
velocity = Vector2::Random() * MAXSPEED;
119
116
//set aiTime to random so creatures tick at different times
120
117
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
169
166
// if we've been listening past the grace period and hear
170
167
// something, switch state again
171
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
172
Player *player = ((DarkScene *)scene)->player;
173
if ( aiTime > 1.0f &&
174
(player->position - position).GetSquaredMagnitude() <
175
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized();
180
maxspeed = STALKSPEED;
185
169
// if we've been listening a long time, switch back to idle
186
170
if (aiTime > 5.0f) {
187
171
//printf("end alert\n");
192
else if (state == "stalk")
194
aiTime += Monocle::deltaTime;
195
noiseTime += Monocle::deltaTime;
198
// * it's been >1s & we hear the player
199
// * we collide with the player
200
Player *player = ((DarkScene *)scene)->player;
201
if ((aiTime > 1.0f &&
202
(player->position - position).GetSquaredMagnitude() <
203
pow(player->noisiness, 2) )
208
direction = (player->position - position).GetNormalized();
209
//maxspeed = DEFAULT_MAXSPEED;
210
// Play hunt noise (REEET!)
215
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
216
// if we hit a wall, call off the search?
217
//we'll want to play that sound again
218
// do others go ALERT if we start stalking?
219
//probably a timeout here too.
222
176
velocity += direction * ACCELERATION * Monocle::deltaTime;
224
178
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
225
179
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
227
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
228
velocity = velocity.GetNormalized() * maxspeed;
181
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
182
velocity = velocity.GetNormalized() * MAXSPEED;
230
184
bool xcol = false;
231
185
bool ycol = false;
251
205
if (ycol) {velocity.y = 0;}
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
254
if (state == "stalk")
256
float vol = (distance.GetMagnitude() / 250.0f) + 1.0f;
257
sniff->SetVolume(vol);
259
sprite->Play("slowmove");
261
else if (velocity.GetSquaredMagnitude() > 20)
207
if (velocity.GetSquaredMagnitude() > 20)
209
Vector2 distance = ((DarkScene *)scene)->player->position - position;
263
210
// at distance 0, vol should be 1.0. at 800, it should be 0.
264
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
211
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
265
212
skitter1->SetVolume(vol);
266
213
skitter1->Play();
267
214
sprite->Play("move");
351
295
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
354
Graphics::SetBackgroundColor(Color::green * 0.2f);
358
void DarkScene::HideSpawners()
360
std::list<Entity*> *spawners = GetAllTag("spawner");
361
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
362
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
363
(*i)->isVisible = false;
366
void DarkScene::ShowSpawners()
368
std::list<Entity*> *spawners = GetAllTag("spawner");
369
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
370
(*i)->isVisible = true;
373
void DarkScene::Spawn()
375
Entity* playersp = GetFirstEntityWithTag("playerspawner");
376
298
player = new Player();
377
player->position = playersp->position;;
299
player->position = Graphics::GetScreenCenter();
379
301
Add(player->dark);
381
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
382
// Ugh, monocle is double-entering all the tags...
385
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
387
Creature *creature = new Creature();
388
creature->position = (*i)->position;
303
Creature *creature = new Creature;
304
creature->position = Graphics::GetScreenCenter();
307
Creature *creature2 = new Creature;
308
creature2->position = Graphics::GetScreenCenter();
311
Graphics::SetBackgroundColor(Color::green * 0.2f);
393
315
void DarkScene::Update()