85
85
// 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
87
noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /2;
87
noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
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89
dark->position = position;
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94
Creature::Creature() : Entity(),
96
97
ACCELERATION(1200),
97
DEFAULT_MAXSPEED(80.0f),
100
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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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109
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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111
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;
120
118
//set aiTime to random so creatures tick at different times
121
119
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
176
174
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();
181
maxspeed = STALKSPEED;
179
direction = (player->position - position).GetNormalized() * STALKSPEED;
185
184
// if we've been listening a long time, switch back to idle
203
203
|| Collide("player")
207
direction = (player->position - position).GetNormalized();
208
maxspeed = 0; // give them a running start
211
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
216
// Go back to IDLE if:
218
// * we stalk for more than 10-15s
219
if ((aiTime > 15.0f) || Collide("wall"))
221
// play frustrated noise?
225
maxspeed = DEFAULT_MAXSPEED;
226
direction = Vector2::zero;
229
else if (state == "hunt")
231
aiTime += Monocle::deltaTime;
232
noiseTime += Monocle::deltaTime;
233
graceTime += Monocle::deltaTime;
235
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
236
maxspeed = DEFAULT_MAXSPEED;
238
// if we hear the player (
239
Player *player = ((DarkScene *)scene)->player;
240
if ( (player->position - position).GetSquaredMagnitude() <
241
pow(player->noisiness, 2) )
243
direction = (player->position - position).GetNormalized();
245
if (noiseTime > 2.0f) {
247
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
252
// I guess chill out if it's been a while
253
if (aiTime > 15.0f) {
256
direction = Vector2::zero;
262
// if we collide with you... game over?
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.
265
220
velocity += direction * ACCELERATION * Monocle::deltaTime;
267
222
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
268
223
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
270
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
271
velocity = velocity.GetNormalized() * maxspeed;
225
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
velocity = velocity.GetNormalized() * MAXSPEED;
273
228
bool xcol = false;
274
229
bool ycol = false;
294
249
if (ycol) {velocity.y = 0;}
296
Vector2 distance = ((DarkScene *)scene)->player->position - position;
297
if (state == "stalk")
299
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
300
sniff->SetVolume(vol);
302
sprite->Play("slowmove");
304
else if (velocity.GetSquaredMagnitude() > 20)
251
if (velocity.GetSquaredMagnitude() > 20)
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
306
254
// at distance 0, vol should be 1.0. at 800, it should be 0.
307
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
255
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
308
256
skitter1->SetVolume(vol);
309
257
skitter1->Play();
310
258
sprite->Play("move");