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Viewing changes to Dark.cpp

  • Committer: Josh C
  • Date: 2011-09-18 04:39:18 UTC
  • Revision ID: josh@9ix.org-20110918043918-eb8i96g094zxhn5q
ping!

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            state = "alert";
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            alert->Play();
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            direction = Vector2::zero;
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            // TODO: Play pulse animation (yellow?)
 
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            Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
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            aiTime = 0.0f; // diff variable?  stateTime?
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          }
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      } // if idle or wander
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      }
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  }
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  Ping::Ping() : Entity(),
 
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                 d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
 
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  {
 
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    sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
 
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    SetGraphic(sprite);
 
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    scale = Vector2::zero;
 
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  }
 
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  Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
 
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  {
 
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    Ping *ping = new Ping();
 
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    ping->d1 = d1;
 
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    ping->d2 = d2;
 
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    ping->t2 = t2;
 
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    ping->position = pos;
 
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    Game::GetScene()->Add(ping);
 
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    return ping;
 
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  }
 
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  void Ping::Update()
 
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  {
 
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    Entity::Update();
 
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    // once we're done LERPing, get gone
 
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    if (t > t2)
 
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      RemoveSelf();
 
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    t += Monocle::deltaTime;
 
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    float scaleFactor = LERP(d1/64, d2/64, t/t2);
 
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    scale = Vector2(scaleFactor, scaleFactor);
 
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  }
 
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  // Scene
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  DarkScene::DarkScene() : Scene()