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Viewing changes to Dark.cpp

  • Committer: Josh C
  • Date: 2011-09-18 21:57:43 UTC
  • Revision ID: josh@9ix.org-20110918215743-5vlccbqee5hqqk9b
I really don't need the source AUPs.  There's enough crap in here 
already.

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  Creature::Creature() : Entity(),
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                         FRICTION(800),
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                         MAXSPEED(80.0f),
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                         ACCELERATION(1200),
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                         STALKSPEED(5.0f)
 
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                         DEFAULT_MAXSPEED(80.0f),
 
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                         STALKSPEED(20.0f)
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  {
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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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    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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    sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
 
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    sniff->SetLoops(0);
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    velocity = Vector2::Random() * MAXSPEED;
 
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    maxspeed = DEFAULT_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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          {
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            state = "stalk";
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            stalk->Play();
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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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            direction = (player->position - position).GetNormalized();
 
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            maxspeed = STALKSPEED;
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            aiTime = 0.0f;
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            noiseTime = 0.0f;
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          }
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        // if we've been listening a long time, switch back to idle
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      {
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        aiTime += Monocle::deltaTime;
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        // if we hear the player while stalking (normal range), go to HUNT
 
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        // Go to HUNT if:
 
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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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            || Collide("player")
 
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            )
 
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          {
 
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            //state = "hunt";
 
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            direction = (player->position - position).GetNormalized();
 
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            //maxspeed = DEFAULT_MAXSPEED;
 
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            // Play hunt noise (REEET!)
 
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            //aiTime = 0.0f;
 
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          }
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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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        // and if we collide with the player?
 
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        // Go back to IDLE if:
 
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        // * we hit a wall
 
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        // * we hunt for more than 10-15s
 
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        if ((aiTime > 15.0f) || Collide("wall"))
 
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          {
 
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            // play frustrated noise?
 
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            state = "idle";
 
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            aiTime = 0.0f;
 
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            sniff->Stop();
 
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            maxspeed = DEFAULT_MAXSPEED;
 
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            direction = Vector2::zero;
 
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          }
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      }
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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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      }
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    if (ycol) {velocity.y = 0;}
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    if (velocity.GetSquaredMagnitude() > 20)
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      {
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        Vector2 distance = ((DarkScene *)scene)->player->position - position;
 
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    Vector2 distance = ((DarkScene *)scene)->player->position - position;
 
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    if (state == "stalk")
 
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      {
 
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        float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
 
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        sniff->SetVolume(vol);
 
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        sniff->Play();
 
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        sprite->Play("slowmove");
 
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      }
 
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    else if (velocity.GetSquaredMagnitude() > 20)
 
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      {
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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() / -800.0f) + 1.0f;
 
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        float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
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        skitter1->SetVolume(vol);
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        skitter1->Play();
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        sprite->Play("move");
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    Level::LoadProject("project.xml");
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    Level::Load("level.xml", this);
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    HideSpawners();
 
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    Spawn();
 
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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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      {
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        e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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      }
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    Graphics::SetBackgroundColor(Color::green * 0.2f);
 
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  }
 
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  void DarkScene::HideSpawners()
 
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  {
 
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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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  }
 
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  void DarkScene::ShowSpawners()
 
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  {
 
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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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  }
 
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  void DarkScene::Spawn()
 
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  {
 
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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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    Add(player);
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    Add(player->dark);
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    Creature *creature = new Creature;
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    creature->position = Graphics::GetScreenCenter();
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    Add(creature);
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    Creature *creature2 = new Creature;
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    creature2->position = Graphics::GetScreenCenter();
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    Add(creature2);
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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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    spawners->sort();
 
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    spawners->unique();
 
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    for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
 
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      {
 
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        Creature *creature = new Creature();
 
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        creature->position = (*i)->position;
 
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        Add(creature);
 
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      }
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  }
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  void DarkScene::Update()
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            if (isPaused) {
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              player->dark->isVisible = false;
 
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              ShowSpawners();
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              levelEditor->Enable();
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            } else {
 
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              HideSpawners();
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              levelEditor->Disable();
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              player->dark->isVisible = true;
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            }