61
if (Collide("exit")) {
62
Scene *s = GetScene();
65
Text *win1 = new Text("You made it safely through the dark!",
66
Assets::RequestFont("LiberationSans-Regular.ttf", 50.0f));
67
win1->position = Vector2(-350,0);
70
Text *win2 = new Text("Congratulations!",
71
Assets::RequestFont("LiberationSans-Regular.ttf", 50.0f));
72
win2->position = Vector2(-150,50);
76
Collider *collider = NULL;
78
61
position.x += velocity.x * Monocle::deltaTime;
79
while (Collide("Solid") || (collider = Collide("creature")))
62
while (Collide("Solid"))
81
// Don't colide with hunters. We should just die.
83
Creature *c = (Creature *) collider->GetEntity();
84
if (c->state == "hunt") { break; }
88
65
if (velocity.x == 0) { break; }
89
66
//printf("collision1\n");
92
69
if (xcol) {velocity.x = 0;}
95
71
position.y += velocity.y * Monocle::deltaTime;
96
while (Collide("Solid") || (collider = Collide("creature")))
72
while (Collide("Solid"))
98
// Don't colide with hunters. We should just die.
100
Creature *c = (Creature *) collider->GetEntity();
101
if (c->state == "hunt") { break; }
105
75
if (velocity.y == 0) { break; }
106
76
//printf("collision2\n");
115
85
// How far away can they hear your footsteps?
116
86
// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
117
noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /2;
87
noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
119
89
dark->position = position;
138
108
AddTag("creature");
139
109
SetCollider(new RectangleCollider(16, 16));
141
alert = Assets::RequestAudio("alert.ogg");
142
freakout = Assets::RequestAudio("freakout.ogg");
143
chomp = Assets::RequestAudio("chomp.ogg");
144
111
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
145
112
skitter1->SetLoops(0); //loop indefinitely
113
alert = Assets::RequestAudio("alert.ogg");
146
114
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
147
115
sniff->SetLoops(0);
234
204
|| Collide("player")
238
direction = (player->position - position).GetNormalized();
239
maxspeed = 0; // give them a running start
242
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
247
// Go back to IDLE if:
249
// * we stalk for more than 10-15s
250
if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
252
// play frustrated noise?
256
maxspeed = DEFAULT_MAXSPEED;
257
direction = Vector2::zero;
260
else if (state == "hunt")
262
aiTime += Monocle::deltaTime;
263
noiseTime += Monocle::deltaTime;
264
graceTime += Monocle::deltaTime;
266
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
267
maxspeed = DEFAULT_MAXSPEED;
269
// if we hear the player (
270
Player *player = ((DarkScene *)scene)->player;
271
if ( (player->position - position).GetSquaredMagnitude() <
272
pow(player->noisiness, 2) )
274
direction = (player->position - position).GetNormalized();
276
if (noiseTime > 2.0f) {
278
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
283
// I guess chill out if it's been a while
284
if (aiTime > 15.0f) {
287
direction = Vector2::zero;
293
// if we collide with you, move you back to the starting point
294
if (Collide("player")) {
295
// TODO: first wait a second or 3?
297
DarkScene *scene = (DarkScene *) GetScene();
298
Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
299
scene->player->position = playersp->position;
208
direction = (player->position - position).GetNormalized();
209
//maxspeed = DEFAULT_MAXSPEED;
210
// Play hunt noise (REEET!)
215
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
216
// if we hit a wall, call off the search?
217
//we'll want to play that sound again
218
// do others go ALERT if we start stalking?
219
//probably a timeout here too.
303
222
velocity += direction * ACCELERATION * Monocle::deltaTime;
400
319
Graphics::Set2D(1024, 768);
402
Text *inst1 = new Text("Use arrow keys to move");
403
inst1->position = Vector2(-492, -354);
406
321
Text *inst2 = new Text("Press ESC to quit");
407
inst2->position = Vector2(-492, -334); // 20px h, 30px v from U-L corner
322
inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
410
325
Input::DefineMaskKey("left", KEY_LEFT);
435
350
Vector2 s = e->scale;
436
351
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
439
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
440
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
443
Vector2 s = e->scale;
444
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
447
Entity* exit = GetFirstEntityWithTag("exit");
448
Vector2 s = exit->scale;
449
exit->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
452
354
Graphics::SetBackgroundColor(Color::green * 0.2f);