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Creature::Creature() : Entity(),
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ACCELERATION(1200),
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DEFAULT_MAXSPEED(80.0f),
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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->Add("slowmove", 1, 2, 2.0f);
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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(16, 16));
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alert = Assets::RequestAudio("alert.ogg");
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freakout = Assets::RequestAudio("freakout.ogg");
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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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skitter1->SetLoops(0); //loop indefinitely
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sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
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alert = Assets::RequestAudio("alert.ogg");
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stalk = Assets::RequestAudio("stalk.ogg");
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maxspeed = DEFAULT_MAXSPEED;
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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)) * 1.0f;
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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();
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maxspeed = STALKSPEED;
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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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|| Collide("player")
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direction = (player->position - position).GetNormalized();
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maxspeed = 0; // give them a running start
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// TODO: big yellow ping
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// Go back to IDLE if:
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// * we stalk for more than 10-15s
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if ((aiTime > 15.0f) || Collide("wall"))
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// play frustrated noise?
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maxspeed = DEFAULT_MAXSPEED;
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direction = Vector2::zero;
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else if (state == "hunt")
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aiTime += Monocle::deltaTime;
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noiseTime += Monocle::deltaTime;
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if ((aiTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
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maxspeed = DEFAULT_MAXSPEED;
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// if we hear the player (
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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 = (player->position - position).GetNormalized();
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if (noiseTime > 1.0f) {
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// TODO: big yellow ping
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// I guess chill out if it's been a while
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if (aiTime > 15.0f) {
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direction = Vector2::zero;
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// if we collide with you... game over?
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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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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
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velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
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if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
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velocity = velocity.GetNormalized() * maxspeed;
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if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
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velocity = velocity.GetNormalized() * MAXSPEED;
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bool xcol = false;
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bool ycol = false;
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if (ycol) {velocity.y = 0;}
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Vector2 distance = ((DarkScene *)scene)->player->position - position;
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if (state == "stalk")
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float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
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sniff->SetVolume(vol);
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sprite->Play("slowmove");
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else if (velocity.GetSquaredMagnitude() > 20)
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if (velocity.GetSquaredMagnitude() > 20)
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Vector2 distance = ((DarkScene *)scene)->player->position - position;
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// at distance 0, vol should be 1.0. at 800, it should be 0.
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float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
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float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
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skitter1->SetVolume(vol);
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skitter1->Play();
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sprite->Play("move");