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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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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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// 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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if (aiTime > 5.0f) {
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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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noiseTime += Monocle::deltaTime;
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// * it's been >1s & we hear the player
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// * we collide with the player
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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) )
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direction = (player->position - position).GetNormalized() * HUNTSPEED;
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// Play hunt noise (REEET!)
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//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
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// 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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//probably a timeout here too.
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velocity += direction * ACCELERATION * Monocle::deltaTime;
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Level::LoadProject("project.xml");
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Level::Load("level.xml", this);
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std::list<Entity*> *walls = GetAllTag("wall");
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for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
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342
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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Graphics::SetBackgroundColor(Color::green * 0.2f);
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void DarkScene::HideSpawners()
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std::list<Entity*> *spawners = GetAllTag("spawner");
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if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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(*i)->isVisible = false;
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void DarkScene::ShowSpawners()
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std::list<Entity*> *spawners = GetAllTag("spawner");
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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(*i)->isVisible = true;
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void DarkScene::Spawn()
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Entity* playersp = GetFirstEntityWithTag("playerspawner");
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player = new Player();
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player->position = Graphics::GetScreenCenter();
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player->position = playersp->position;;
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370
Add(player->dark);
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Creature *creature = new Creature;
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creature->position = Graphics::GetScreenCenter();
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Creature *creature2 = new Creature;
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creature2->position = Graphics::GetScreenCenter();
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Graphics::SetBackgroundColor(Color::green * 0.2f);
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std::list<Entity*> *spawners = GetAllTag("creaturespawner");
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// Ugh, monocle is double-entering all the tags...
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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Creature *creature = new Creature();
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creature->position = (*i)->position;
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384
void DarkScene::Update()