85
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Creature::Creature() : Entity(),
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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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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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void Creature::Update()
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Entity::Update();
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aiTime += Monocle::deltaTime;
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if (state == "idle" || state == "wander")
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aiTime += Monocle::deltaTime;
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direction = Vector2::zero;
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if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
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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 = Vector2::zero;
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Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
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aiTime = 0.0f; // diff variable? stateTime?
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} // if idle or wander
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else if (state == "alert")
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aiTime += Monocle::deltaTime;
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// if we've been listening past the grace period and hear
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// something, switch state again
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// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
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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, 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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// if we've been listening a long time, switch back to idle
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//printf("end alert\n");
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else if (state == "stalk")
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aiTime += Monocle::deltaTime;
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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 &&
201
(player->position - position).GetSquaredMagnitude() <
202
pow(player->noisiness, 2) )
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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
219
if ((aiTime > 15.0f) || Collide("wall"))
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// play frustrated noise?
124
if (state != "wander") {
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//printf("wander\n");
126
direction = Vector2::Random();
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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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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
// TODO: big yellow ping
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?
135
265
velocity += direction * ACCELERATION * Monocle::deltaTime;
137
267
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
138
268
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
270
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
271
velocity = velocity.GetNormalized() * maxspeed;
140
273
bool xcol = false;
141
274
bool ycol = false;
319
Ping::Ping() : Entity(),
320
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
322
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
324
scale = Vector2::zero;
327
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
329
Ping *ping = new Ping();
333
ping->position = pos;
335
Game::GetScene()->Add(ping);
343
// once we're done LERPing, get gone
347
t += Monocle::deltaTime;
348
float scaleFactor = LERP(d1/64, d2/64, t/t2);
349
scale = Vector2(scaleFactor, scaleFactor);
177
354
DarkScene::DarkScene() : Scene()
206
383
Level::LoadProject("project.xml");
207
384
Level::Load("level.xml", this);
209
std::list<Entity*> *inv = GetAllTag("invisible");
210
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
389
std::list<Entity*> *walls = GetAllTag("wall");
390
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
212
392
Entity *e = (*i);
213
393
Vector2 s = e->scale;
214
394
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
397
Graphics::SetBackgroundColor(Color::green * 0.2f);
401
void DarkScene::HideSpawners()
403
std::list<Entity*> *spawners = GetAllTag("spawner");
404
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
405
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
406
(*i)->isVisible = false;
409
void DarkScene::ShowSpawners()
411
std::list<Entity*> *spawners = GetAllTag("spawner");
412
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
413
(*i)->isVisible = true;
416
void DarkScene::Spawn()
418
Entity* playersp = GetFirstEntityWithTag("playerspawner");
217
419
player = new Player();
218
player->position = Graphics::GetScreenCenter();
420
player->position = playersp->position;;
220
422
Add(player->dark);
222
Creature *creature = new Creature;
223
creature->position = Graphics::GetScreenCenter();
226
Creature *creature2 = new Creature;
227
creature2->position = Graphics::GetScreenCenter();
230
Graphics::SetBackgroundColor(Color::green * 0.2f);
424
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
425
// Ugh, monocle is double-entering all the tags...
428
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
430
Creature *creature = new Creature();
431
creature->position = (*i)->position;
234
436
void DarkScene::Update()