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Player::Player() : Entity(),
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sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
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sprite->Add("idle", 0, 0, 0.35f);
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sprite->Play("idle");
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SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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footsteps->SetLoops(0); //loop indefinitely
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footsteps->SetVolume(0);
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SetCollider(new RectangleCollider(32, 32));
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SetCollider(new RectangleCollider(16, 16));
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dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
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void Player::Update()
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position.y -= SIGN(velocity.y, 0.1);
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if (ycol) {velocity.y = 0;}
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float magnitude = velocity.GetMagnitude();
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footsteps->SetVolume(magnitude / MAXSPEED);
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// How far away can they hear your footsteps?
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// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
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noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
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dark->position = position;
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//Scene::GetCamera()->position = position;
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Creature::Creature() : Entity(),
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sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
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sprite->Add("idle", 0, 0, 0.35f);
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sprite->Add("move", 1, 2, 4.0f);
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sprite->Play("idle");
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SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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AddTag("creature");
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SetCollider(new RectangleCollider(32, 32));
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velocity = Vector2::Random() * ACCELERATION;
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SetCollider(new RectangleCollider(16, 16));
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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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skitter1->SetLoops(0); //loop indefinitely
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alert = Assets::RequestAudio("alert.ogg");
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stalk = Assets::RequestAudio("stalk.ogg");
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velocity = Vector2::Random() * MAXSPEED;
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//set aiTime to random so creatures tick at different times
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aiTime= (float(rand()) / float(RAND_MAX)) * 2.0f;
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aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
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123
void Creature::Update()
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aiTime += Monocle::deltaTime;
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if (state == "idle" || state == "wander")
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aiTime += Monocle::deltaTime;
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direction = Vector2::zero;
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if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
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Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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direction = Vector2::zero;
105
direction = Vector2::Random();
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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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} // if idle or wander
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else if (state == "alert")
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aiTime += Monocle::deltaTime;
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// if we've been listening past the grace period and hear
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// something, switch state again
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// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
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Player *player = ((DarkScene *)scene)->player;
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if ( aiTime > 1.0f &&
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(player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness * 2, 2) )
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Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
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direction = (player->position - position).GetNormalized() * STALKSPEED;
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// if we've been listening a long time, switch back to idle
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//printf("end alert\n");
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else if (state == "stalk")
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aiTime += Monocle::deltaTime;
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// if we hear the player while stalking (normal range), go to HUNT
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//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
197
// if we hit a wall, call off the search?
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//we'll want to play that sound again
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// do others go ALERT if we start stalking?
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// and if we collide with the player?
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velocity += direction * ACCELERATION * Monocle::deltaTime;
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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
116
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velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
208
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
209
velocity = velocity.GetNormalized() * MAXSPEED;
119
212
bool ycol = false;
121
214
position.x += velocity.x * Monocle::deltaTime;
137
230
position.y -= SIGN(velocity.y, 0.1);
139
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if (ycol) {velocity.y = 0;}
234
if (velocity.GetSquaredMagnitude() > 20)
236
Vector2 distance = ((DarkScene *)scene)->player->position - position;
237
// at distance 0, vol should be 1.0. at 800, it should be 0.
238
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
239
skitter1->SetVolume(vol);
241
sprite->Play("move");
245
skitter1->Pause(); //Stop()?
246
sprite->Play("idle");
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);
173
314
Level::LoadProject("project.xml");
174
315
Level::Load("level.xml", this);
176
std::list<Entity*> *inv = GetAllTag("invisible");
177
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
317
std::list<Entity*> *walls = GetAllTag("wall");
318
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
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320
Entity *e = (*i);
180
321
Vector2 s = e->scale;
181
322
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
184
Player *player = new Player;
325
player = new Player();
185
326
player->position = Graphics::GetScreenCenter();
188
330
Creature *creature = new Creature;
189
331
creature->position = Graphics::GetScreenCenter();
334
Creature *creature2 = new Creature;
335
creature2->position = Graphics::GetScreenCenter();
192
338
Graphics::SetBackgroundColor(Color::green * 0.2f);