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// 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
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noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
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noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /2;
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dark->position = position;
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94
Creature::Creature() : Entity(),
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ACCELERATION(1200),
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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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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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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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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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// if we've been listening a long time, switch back to idle
203
203
|| Collide("player")
207
direction = (player->position - position).GetNormalized() * HUNTSPEED;
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// Play hunt noise (REEET!)
213
//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?
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;
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
// 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?
220
265
velocity += direction * ACCELERATION * Monocle::deltaTime;
222
267
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
223
268
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
225
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
velocity = velocity.GetNormalized() * MAXSPEED;
270
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
271
velocity = velocity.GetNormalized() * maxspeed;
228
273
bool xcol = false;
229
274
bool ycol = false;
249
294
if (ycol) {velocity.y = 0;}
251
if (velocity.GetSquaredMagnitude() > 20)
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
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)
254
306
// at distance 0, vol should be 1.0. at 800, it should be 0.
255
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
307
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
256
308
skitter1->SetVolume(vol);
257
309
skitter1->Play();
258
310
sprite->Play("move");
331
383
Level::LoadProject("project.xml");
332
384
Level::Load("level.xml", this);
334
389
std::list<Entity*> *walls = GetAllTag("wall");
335
390
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
339
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");
342
419
player = new Player();
343
player->position = Graphics::GetScreenCenter();
420
player->position = playersp->position;;
345
422
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);
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;
359
436
void DarkScene::Update()