94
94
Creature::Creature() : Entity(),
97
96
ACCELERATION(1200),
97
DEFAULT_MAXSPEED(80.0f),
101
100
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
102
101
sprite->Add("idle", 0, 0, 0.35f);
103
102
sprite->Add("move", 1, 2, 4.0f);
103
sprite->Add("slowmove", 1, 2, 2.0f);
104
104
sprite->Play("idle");
105
105
SetGraphic(sprite);
106
106
scale = Vector2(0.25, 0.25);
108
108
AddTag("creature");
109
109
SetCollider(new RectangleCollider(16, 16));
111
alert = Assets::RequestAudio("alert.ogg");
112
freakout = Assets::RequestAudio("freakout.ogg");
111
113
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
112
114
skitter1->SetLoops(0); //loop indefinitely
113
alert = Assets::RequestAudio("alert.ogg");
114
stalk = Assets::RequestAudio("stalk.ogg");
115
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
116
velocity = Vector2::Random() * MAXSPEED;
118
maxspeed = DEFAULT_MAXSPEED;
118
120
//set aiTime to random so creatures tick at different times
119
121
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
174
176
pow(player->noisiness * 2, 2) )
178
179
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized() * STALKSPEED;
180
direction = (player->position - position).GetNormalized();
181
maxspeed = STALKSPEED;
184
185
// if we've been listening a long time, switch back to idle
203
203
|| Collide("player")
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.
207
direction = (player->position - position).GetNormalized();
208
maxspeed = 0; // give them a running start
211
// TODO: big yellow ping
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;
234
if ((aiTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
235
maxspeed = DEFAULT_MAXSPEED;
237
// if we hear the player (
238
Player *player = ((DarkScene *)scene)->player;
239
if ( (player->position - position).GetSquaredMagnitude() <
240
pow(player->noisiness, 2) )
242
direction = (player->position - position).GetNormalized();
244
if (noiseTime > 1.0f) {
246
// TODO: big yellow ping
251
// I guess chill out if it's been a while
252
if (aiTime > 15.0f) {
255
direction = Vector2::zero;
259
// if we collide with you... game over?
220
262
velocity += direction * ACCELERATION * Monocle::deltaTime;
222
264
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
223
265
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
225
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
velocity = velocity.GetNormalized() * MAXSPEED;
267
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
268
velocity = velocity.GetNormalized() * maxspeed;
228
270
bool xcol = false;
229
271
bool ycol = false;
249
291
if (ycol) {velocity.y = 0;}
251
if (velocity.GetSquaredMagnitude() > 20)
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
293
Vector2 distance = ((DarkScene *)scene)->player->position - position;
294
if (state == "stalk")
296
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
297
sniff->SetVolume(vol);
299
sprite->Play("slowmove");
301
else if (velocity.GetSquaredMagnitude() > 20)
254
303
// at distance 0, vol should be 1.0. at 800, it should be 0.
255
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
304
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
256
305
skitter1->SetVolume(vol);
257
306
skitter1->Play();
258
307
sprite->Play("move");
331
380
Level::LoadProject("project.xml");
332
381
Level::Load("level.xml", this);
334
386
std::list<Entity*> *walls = GetAllTag("wall");
335
387
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
339
391
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
394
Graphics::SetBackgroundColor(Color::green * 0.2f);
398
void DarkScene::HideSpawners()
400
std::list<Entity*> *spawners = GetAllTag("spawner");
401
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
402
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
403
(*i)->isVisible = false;
406
void DarkScene::ShowSpawners()
408
std::list<Entity*> *spawners = GetAllTag("spawner");
409
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
410
(*i)->isVisible = true;
413
void DarkScene::Spawn()
415
Entity* playersp = GetFirstEntityWithTag("playerspawner");
342
416
player = new Player();
343
player->position = Graphics::GetScreenCenter();
417
player->position = playersp->position;;
345
419
Add(player->dark);
347
Creature *creature = new Creature;
348
creature->position = Graphics::GetScreenCenter();
351
Creature *creature2 = new Creature;
352
creature2->position = Graphics::GetScreenCenter();
355
Graphics::SetBackgroundColor(Color::green * 0.2f);
421
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
422
// Ugh, monocle is double-entering all the tags...
425
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
427
Creature *creature = new Creature();
428
creature->position = (*i)->position;
359
433
void DarkScene::Update()