61
if (Collide("exit")) {
62
Scene *s = GetScene();
65
Text *win1 = new Text("You made it safely through the dark!",
66
Assets::RequestFont("LiberationSans-Regular.ttf", 50.0f));
67
win1->position = Vector2(-350,0);
70
Text *win2 = new Text("Congratulations!",
71
Assets::RequestFont("LiberationSans-Regular.ttf", 50.0f));
72
win2->position = Vector2(-150,50);
76
Collider *collider = NULL;
78
61
position.x += velocity.x * Monocle::deltaTime;
79
while (Collide("Solid") || (collider = Collide("creature")))
62
while (Collide("Solid"))
81
// Don't colide with hunters. We should just die.
83
Creature *c = (Creature *) collider->GetEntity();
84
if (c->state == "hunt") { break; }
88
65
if (velocity.x == 0) { break; }
89
66
//printf("collision1\n");
92
69
if (xcol) {velocity.x = 0;}
95
71
position.y += velocity.y * Monocle::deltaTime;
96
while (Collide("Solid") || (collider = Collide("creature")))
72
while (Collide("Solid"))
98
// Don't colide with hunters. We should just die.
100
Creature *c = (Creature *) collider->GetEntity();
101
if (c->state == "hunt") { break; }
105
75
if (velocity.y == 0) { break; }
106
76
//printf("collision2\n");
124
94
Creature::Creature() : Entity(),
126
97
ACCELERATION(1200),
127
DEFAULT_MAXSPEED(80.0f),
130
100
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
131
101
sprite->Add("idle", 0, 0, 0.35f);
132
102
sprite->Add("move", 1, 2, 4.0f);
133
sprite->Add("slowmove", 1, 2, 2.0f);
134
103
sprite->Play("idle");
135
104
SetGraphic(sprite);
136
105
scale = Vector2(0.25, 0.25);
138
107
AddTag("creature");
139
108
SetCollider(new RectangleCollider(16, 16));
141
alert = Assets::RequestAudio("alert.ogg");
142
freakout = Assets::RequestAudio("freakout.ogg");
143
chomp = Assets::RequestAudio("chomp.ogg");
144
110
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
145
111
skitter1->SetLoops(0); //loop indefinitely
146
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
112
alert = Assets::RequestAudio("alert.ogg");
113
stalk = Assets::RequestAudio("stalk.ogg");
149
maxspeed = DEFAULT_MAXSPEED;
115
velocity = Vector2::Random() * MAXSPEED;
151
117
//set aiTime to random so creatures tick at different times
152
118
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
207
173
pow(player->noisiness * 2, 2) )
210
177
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
211
direction = (player->position - position).GetNormalized();
212
maxspeed = STALKSPEED;
178
direction = (player->position - position).GetNormalized() * STALKSPEED;
216
183
// if we've been listening a long time, switch back to idle
225
192
aiTime += Monocle::deltaTime;
228
// * it's been >1s & we hear the player
229
// * we collide with the player
230
Player *player = ((DarkScene *)scene)->player;
231
if ((aiTime > 1.0f &&
232
(player->position - position).GetSquaredMagnitude() <
233
pow(player->noisiness, 2) )
238
direction = (player->position - position).GetNormalized();
239
maxspeed = 0; // give them a running start
242
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
247
// Go back to IDLE if:
249
// * we stalk for more than 10-15s
250
if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
252
// play frustrated noise?
256
maxspeed = DEFAULT_MAXSPEED;
257
direction = Vector2::zero;
260
else if (state == "hunt")
262
aiTime += Monocle::deltaTime;
263
noiseTime += Monocle::deltaTime;
264
graceTime += Monocle::deltaTime;
266
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
267
maxspeed = DEFAULT_MAXSPEED;
269
// if we hear the player (
270
Player *player = ((DarkScene *)scene)->player;
271
if ( (player->position - position).GetSquaredMagnitude() <
272
pow(player->noisiness, 2) )
274
direction = (player->position - position).GetNormalized();
276
if (noiseTime > 2.0f) {
278
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
283
// I guess chill out if it's been a while
284
if (aiTime > 15.0f) {
287
direction = Vector2::zero;
293
// if we collide with you, move you back to the starting point
294
if (Collide("player")) {
295
// TODO: first wait a second or 3?
297
DarkScene *scene = (DarkScene *) GetScene();
298
Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
299
scene->player->position = playersp->position;
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?
303
203
velocity += direction * ACCELERATION * Monocle::deltaTime;
305
205
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
306
206
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
308
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
309
velocity = velocity.GetNormalized() * maxspeed;
208
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
209
velocity = velocity.GetNormalized() * MAXSPEED;
311
211
bool xcol = false;
312
212
bool ycol = false;
314
214
position.x += velocity.x * Monocle::deltaTime;
315
while (Collide("Solid") || Collide("creaturewall"))
215
while (Collide("Solid"))
318
218
if (velocity.x == 0) { break; }
332
232
if (ycol) {velocity.y = 0;}
334
Vector2 distance = ((DarkScene *)scene)->player->position - position;
335
if (state == "stalk")
337
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
338
sniff->SetVolume(vol);
340
sprite->Play("slowmove");
342
else if (velocity.GetSquaredMagnitude() > 20)
234
if (velocity.GetSquaredMagnitude() > 20)
236
Vector2 distance = ((DarkScene *)scene)->player->position - position;
344
237
// at distance 0, vol should be 1.0. at 800, it should be 0.
345
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
238
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
346
239
skitter1->SetVolume(vol);
347
240
skitter1->Play();
348
241
sprite->Play("move");
400
293
Graphics::Set2D(1024, 768);
402
Text *inst1 = new Text("Use arrow keys to move");
403
inst1->position = Vector2(-492, -354);
406
295
Text *inst2 = new Text("Press ESC to quit");
407
inst2->position = Vector2(-492, -334); // 20px h, 30px v from U-L corner
296
inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
410
299
Input::DefineMaskKey("left", KEY_LEFT);
435
321
Vector2 s = e->scale;
436
322
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
439
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
440
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
443
Vector2 s = e->scale;
444
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
447
Entity* exit = GetFirstEntityWithTag("exit");
448
Vector2 s = exit->scale;
449
exit->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
452
Graphics::SetBackgroundColor(Color::green * 0.2f);
456
void DarkScene::HideSpawners()
458
std::list<Entity*> *spawners = GetAllTag("spawner");
459
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
460
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
461
(*i)->isVisible = false;
464
void DarkScene::ShowSpawners()
466
std::list<Entity*> *spawners = GetAllTag("spawner");
467
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
468
(*i)->isVisible = true;
471
void DarkScene::Spawn()
473
Entity* playersp = GetFirstEntityWithTag("playerspawner");
474
325
player = new Player();
475
player->position = playersp->position;;
326
player->position = Graphics::GetScreenCenter();
477
328
Add(player->dark);
479
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
480
// Ugh, monocle is double-entering all the tags...
483
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
485
Creature *creature = new Creature();
486
creature->position = (*i)->position;
330
Creature *creature = new Creature;
331
creature->position = Graphics::GetScreenCenter();
334
Creature *creature2 = new Creature;
335
creature2->position = Graphics::GetScreenCenter();
338
Graphics::SetBackgroundColor(Color::green * 0.2f);
491
342
void DarkScene::Update()