71
77
position.y -= SIGN(velocity.y, 0.1);
73
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
89
dark->position = position;
100
110
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
101
111
skitter1->SetLoops(0); //loop indefinitely
112
alert = Assets::RequestAudio("alert.ogg");
113
stalk = Assets::RequestAudio("stalk.ogg");
103
115
velocity = Vector2::Random() * MAXSPEED;
105
117
//set aiTime to random so creatures tick at different times
106
118
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
109
123
void Creature::Update()
111
125
Entity::Update();
113
aiTime += Monocle::deltaTime;
127
if (state == "idle" || state == "wander")
129
aiTime += Monocle::deltaTime;
136
direction = Vector2::zero;
140
if (state != "wander") {
141
//printf("wander\n");
142
direction = Vector2::Random();
151
Player *player = ((DarkScene *)scene)->player;
152
if ( (player->position - position).GetSquaredMagnitude() <
153
pow(player->noisiness, 2) )
120
158
direction = Vector2::zero;
124
if (state != "wander") {
125
//printf("wander\n");
126
direction = Vector2::Random();
159
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
160
aiTime = 0.0f; // diff variable? stateTime?
162
} // if idle or wander
163
else if (state == "alert")
165
aiTime += Monocle::deltaTime;
167
// if we've been listening past the grace period and hear
168
// something, switch state again
169
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
170
Player *player = ((DarkScene *)scene)->player;
171
if ( aiTime > 1.0f &&
172
(player->position - position).GetSquaredMagnitude() <
173
pow(player->noisiness * 2, 2) )
177
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
178
direction = (player->position - position).GetNormalized() * STALKSPEED;
183
// if we've been listening a long time, switch back to idle
185
//printf("end alert\n");
190
else if (state == "stalk")
192
aiTime += Monocle::deltaTime;
194
// if we hear the player while stalking (normal range), go to HUNT
196
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
197
// if we hit a wall, call off the search?
198
//we'll want to play that sound again
199
// do others go ALERT if we start stalking?
200
// and if we collide with the player?
135
203
velocity += direction * ACCELERATION * Monocle::deltaTime;
137
205
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
138
206
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
208
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
209
velocity = velocity.GetNormalized() * MAXSPEED;
140
211
bool xcol = false;
141
212
bool ycol = false;
250
Ping::Ping() : Entity(),
251
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
253
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
255
scale = Vector2::zero;
258
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
260
Ping *ping = new Ping();
264
ping->position = pos;
266
Game::GetScene()->Add(ping);
274
// once we're done LERPing, get gone
278
t += Monocle::deltaTime;
279
float scaleFactor = LERP(d1/64, d2/64, t/t2);
280
scale = Vector2(scaleFactor, scaleFactor);
177
285
DarkScene::DarkScene() : Scene()