85
85
// How far away can they hear your footsteps?
86
86
// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
87
noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
87
noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /2;
89
89
dark->position = position;
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
115
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
115
116
sniff->SetLoops(0);
204
203
|| Collide("player")
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.
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?
222
265
velocity += direction * ACCELERATION * Monocle::deltaTime;
253
296
Vector2 distance = ((DarkScene *)scene)->player->position - position;
254
297
if (state == "stalk")
256
float vol = (distance.GetMagnitude() / 250.0f) + 1.0f;
299
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
257
300
sniff->SetVolume(vol);
259
302
sprite->Play("slowmove");