42
52
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
43
53
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
45
position += velocity * Monocle::deltaTime;
55
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
56
velocity = velocity.GetNormalized() * MAXSPEED;
61
position.x += velocity.x * Monocle::deltaTime;
62
while (Collide("Solid"))
65
if (velocity.x == 0) { break; }
66
//printf("collision1\n");
67
position.x -= SIGN(velocity.x, 0.1);
69
if (xcol) {velocity.x = 0;}
71
position.y += velocity.y * Monocle::deltaTime;
72
while (Collide("Solid"))
75
if (velocity.y == 0) { break; }
76
//printf("collision2\n");
77
position.y -= SIGN(velocity.y, 0.1);
79
if (ycol) {velocity.y = 0;}
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;
89
dark->position = position;
47
91
//Scene::GetCamera()->position = position;
94
Creature::Creature() : Entity(),
101
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
102
sprite->Add("idle", 0, 0, 0.35f);
103
sprite->Add("move", 1, 2, 4.0f);
104
sprite->Play("idle");
106
scale = Vector2(0.25, 0.25);
109
SetCollider(new RectangleCollider(16, 16));
111
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
112
skitter1->SetLoops(0); //loop indefinitely
113
alert = Assets::RequestAudio("alert.ogg");
114
stalk = Assets::RequestAudio("stalk.ogg");
116
velocity = Vector2::Random() * MAXSPEED;
118
//set aiTime to random so creatures tick at different times
119
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
124
void Creature::Update()
128
if (state == "idle" || state == "wander")
130
aiTime += Monocle::deltaTime;
137
direction = Vector2::zero;
141
if (state != "wander") {
142
//printf("wander\n");
143
direction = Vector2::Random();
152
Player *player = ((DarkScene *)scene)->player;
153
if ( (player->position - position).GetSquaredMagnitude() <
154
pow(player->noisiness, 2) )
159
direction = Vector2::zero;
160
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
161
aiTime = 0.0f; // diff variable? stateTime?
163
} // if idle or wander
164
else if (state == "alert")
166
aiTime += Monocle::deltaTime;
168
// if we've been listening past the grace period and hear
169
// something, switch state again
170
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
171
Player *player = ((DarkScene *)scene)->player;
172
if ( aiTime > 1.0f &&
173
(player->position - position).GetSquaredMagnitude() <
174
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized() * STALKSPEED;
184
// if we've been listening a long time, switch back to idle
186
//printf("end alert\n");
191
else if (state == "stalk")
193
aiTime += Monocle::deltaTime;
194
noiseTime += Monocle::deltaTime;
197
// * it's been >1s & we hear the player
198
// * we collide with the player
199
Player *player = ((DarkScene *)scene)->player;
200
if ((aiTime > 1.0f &&
201
(player->position - position).GetSquaredMagnitude() <
202
pow(player->noisiness, 2) )
207
direction = (player->position - position).GetNormalized() * HUNTSPEED;
208
// Play hunt noise (REEET!)
213
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
214
// if we hit a wall, call off the search?
215
//we'll want to play that sound again
216
// do others go ALERT if we start stalking?
217
//probably a timeout here too.
220
velocity += direction * ACCELERATION * Monocle::deltaTime;
222
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
223
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
225
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
velocity = velocity.GetNormalized() * MAXSPEED;
231
position.x += velocity.x * Monocle::deltaTime;
232
while (Collide("Solid"))
235
if (velocity.x == 0) { break; }
236
//printf("collision1\n");
237
position.x -= SIGN(velocity.x, 0.1);
239
if (xcol) {velocity.x = 0;}
241
position.y += velocity.y * Monocle::deltaTime;
242
while (Collide("Solid"))
245
if (velocity.y == 0) { break; }
246
//printf("collision2\n");
247
position.y -= SIGN(velocity.y, 0.1);
249
if (ycol) {velocity.y = 0;}
251
if (velocity.GetSquaredMagnitude() > 20)
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
254
// at distance 0, vol should be 1.0. at 800, it should be 0.
255
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
256
skitter1->SetVolume(vol);
258
sprite->Play("move");
262
skitter1->Pause(); //Stop()?
263
sprite->Play("idle");
267
Ping::Ping() : Entity(),
268
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
270
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
272
scale = Vector2::zero;
275
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
277
Ping *ping = new Ping();
281
ping->position = pos;
283
Game::GetScene()->Add(ping);
291
// once we're done LERPing, get gone
295
t += Monocle::deltaTime;
296
float scaleFactor = LERP(d1/64, d2/64, t/t2);
297
scale = Vector2(scaleFactor, scaleFactor);