6
5
Player::Player() : Entity(),
11
10
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
12
11
sprite->Add("idle", 0, 0, 0.35f);
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12
sprite->Play("idle");
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13
SetGraphic(sprite);
15
scale = Vector2(0.25, 0.25);
19
footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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footsteps->SetLoops(0); //loop indefinitely
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footsteps->SetVolume(0);
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SetCollider(new RectangleCollider(16, 16));
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dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
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SetCollider(new RectangleCollider(32, 32));
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20
void Player::Update()
52
42
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
53
43
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
55
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
56
velocity = velocity.GetNormalized() * MAXSPEED;
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position.x += velocity.x * Monocle::deltaTime;
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while (Collide("Solid"))
65
if (velocity.x == 0) { break; }
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//printf("collision1\n");
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position.x -= SIGN(velocity.x, 0.1);
69
if (xcol) {velocity.x = 0;}
71
position.y += velocity.y * Monocle::deltaTime;
72
while (Collide("Solid"))
75
if (velocity.y == 0) { break; }
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//printf("collision2\n");
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position.y -= SIGN(velocity.y, 0.1);
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if (ycol) {velocity.y = 0;}
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float magnitude = velocity.GetMagnitude();
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footsteps->SetVolume(magnitude / MAXSPEED);
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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;
89
dark->position = position;
45
position += velocity * Monocle::deltaTime;
91
47
//Scene::GetCamera()->position = position;
94
Creature::Creature() : Entity(),
99
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->Play("idle");
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scale = Vector2(0.25, 0.25);
107
SetCollider(new RectangleCollider(16, 16));
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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
110
skitter1->SetLoops(0); //loop indefinitely
112
velocity = Vector2::Random() * MAXSPEED;
114
//set aiTime to random so creatures tick at different times
115
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
118
void Creature::Update()
122
if (state == "idle" || state == "wander")
124
aiTime += Monocle::deltaTime;
131
direction = Vector2::zero;
135
if (state != "wander") {
136
//printf("wander\n");
137
direction = Vector2::Random();
146
Player *player = ((DarkScene *)scene)->player;
147
if ( (player->position - position).GetSquaredMagnitude() <
148
pow(player->noisiness, 2) )
151
// TODO: Play startled noise
152
direction = Vector2::zero;
153
// TODO: Play pulse animation (yellow?)
154
aiTime = 0.0f; // diff variable? stateTime?
156
} // if idle or wander
157
else if (state == "alert")
159
aiTime += Monocle::deltaTime;
161
// if we've been listening past the grace period and hear
162
// something, switch state again
164
// if we've been listening a long time, switch back to idle
167
velocity += direction * ACCELERATION * Monocle::deltaTime;
169
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
170
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
172
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
173
velocity = velocity.GetNormalized() * MAXSPEED;
178
position.x += velocity.x * Monocle::deltaTime;
179
while (Collide("Solid"))
182
if (velocity.x == 0) { break; }
183
//printf("collision1\n");
184
position.x -= SIGN(velocity.x, 0.1);
186
if (xcol) {velocity.x = 0;}
188
position.y += velocity.y * Monocle::deltaTime;
189
while (Collide("Solid"))
192
if (velocity.y == 0) { break; }
193
//printf("collision2\n");
194
position.y -= SIGN(velocity.y, 0.1);
196
if (ycol) {velocity.y = 0;}
198
if (velocity.GetSquaredMagnitude() > 20)
200
Vector2 distance = ((DarkScene *)scene)->player->position - position;
201
// at distance 0, vol should be 1.0. at 800, it should be 0.
202
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
203
skitter1->SetVolume(vol);
205
sprite->Play("move");
209
skitter1->Pause(); //Stop()?
210
sprite->Play("idle");