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;
61
position.x += velocity.x * Monocle::deltaTime;
62
while (Collide("Solid"))
65
if (velocity.x == 0) { break; }
66
//printf("collision1\n");
67
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; }
76
//printf("collision2\n");
77
position.y -= SIGN(velocity.y, 0.1);
79
if (ycol) {velocity.y = 0;}
81
float magnitude = velocity.GetMagnitude();
83
footsteps->SetVolume(magnitude / MAXSPEED);
85
// How far away can they hear your footsteps?
86
// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
87
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(),
97
DEFAULT_MAXSPEED(80.0f),
100
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
sprite->Add("idle", 0, 0, 0.35f);
102
sprite->Add("move", 1, 2, 4.0f);
103
sprite->Add("slowmove", 1, 2, 2.0f);
104
sprite->Play("idle");
106
scale = Vector2(0.25, 0.25);
109
SetCollider(new RectangleCollider(16, 16));
111
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
112
skitter1->SetLoops(0); //loop indefinitely
113
alert = Assets::RequestAudio("alert.ogg");
114
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
117
maxspeed = DEFAULT_MAXSPEED;
119
//set aiTime to random so creatures tick at different times
120
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
125
void Creature::Update()
129
if (state == "idle" || state == "wander")
131
aiTime += Monocle::deltaTime;
138
direction = Vector2::zero;
142
if (state != "wander") {
143
//printf("wander\n");
144
direction = Vector2::Random();
153
Player *player = ((DarkScene *)scene)->player;
154
if ( (player->position - position).GetSquaredMagnitude() <
155
pow(player->noisiness, 2) )
160
direction = Vector2::zero;
161
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
162
aiTime = 0.0f; // diff variable? stateTime?
164
} // if idle or wander
165
else if (state == "alert")
167
aiTime += Monocle::deltaTime;
169
// if we've been listening past the grace period and hear
170
// something, switch state again
171
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
172
Player *player = ((DarkScene *)scene)->player;
173
if ( aiTime > 1.0f &&
174
(player->position - position).GetSquaredMagnitude() <
175
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized();
180
maxspeed = STALKSPEED;
185
// if we've been listening a long time, switch back to idle
187
//printf("end alert\n");
192
else if (state == "stalk")
194
aiTime += Monocle::deltaTime;
195
noiseTime += Monocle::deltaTime;
198
// * it's been >1s & we hear the player
199
// * we collide with the player
200
Player *player = ((DarkScene *)scene)->player;
201
if ((aiTime > 1.0f &&
202
(player->position - position).GetSquaredMagnitude() <
203
pow(player->noisiness, 2) )
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.
222
velocity += direction * ACCELERATION * Monocle::deltaTime;
224
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
225
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
227
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
228
velocity = velocity.GetNormalized() * maxspeed;
233
position.x += velocity.x * Monocle::deltaTime;
234
while (Collide("Solid"))
237
if (velocity.x == 0) { break; }
238
//printf("collision1\n");
239
position.x -= SIGN(velocity.x, 0.1);
241
if (xcol) {velocity.x = 0;}
243
position.y += velocity.y * Monocle::deltaTime;
244
while (Collide("Solid"))
247
if (velocity.y == 0) { break; }
248
//printf("collision2\n");
249
position.y -= SIGN(velocity.y, 0.1);
251
if (ycol) {velocity.y = 0;}
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
254
if (state == "stalk")
256
float vol = (distance.GetMagnitude() / 250.0f) + 1.0f;
257
sniff->SetVolume(vol);
259
sprite->Play("slowmove");
261
else if (velocity.GetSquaredMagnitude() > 20)
263
// at distance 0, vol should be 1.0. at 800, it should be 0.
264
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
265
skitter1->SetVolume(vol);
267
sprite->Play("move");
271
skitter1->Pause(); //Stop()?
272
sprite->Play("idle");
276
Ping::Ping() : Entity(),
277
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
279
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
281
scale = Vector2::zero;
284
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
286
Ping *ping = new Ping();
290
ping->position = pos;
292
Game::GetScene()->Add(ping);
300
// once we're done LERPing, get gone
304
t += Monocle::deltaTime;
305
float scaleFactor = LERP(d1/64, d2/64, t/t2);
306
scale = Vector2(scaleFactor, scaleFactor);
339
82
// load level from files
340
83
Level::LoadProject("project.xml");
341
84
Level::Load("level.xml", this);
346
std::list<Entity*> *walls = GetAllTag("wall");
347
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
350
Vector2 s = e->scale;
351
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
86
Player *player = new Player;
87
player->position = Graphics::GetScreenCenter();
354
90
Graphics::SetBackgroundColor(Color::green * 0.2f);
358
void DarkScene::HideSpawners()
360
std::list<Entity*> *spawners = GetAllTag("spawner");
361
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
362
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
363
(*i)->isVisible = false;
366
void DarkScene::ShowSpawners()
368
std::list<Entity*> *spawners = GetAllTag("spawner");
369
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
370
(*i)->isVisible = true;
373
void DarkScene::Spawn()
375
Entity* playersp = GetFirstEntityWithTag("playerspawner");
376
player = new Player();
377
player->position = playersp->position;;
381
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
382
// Ugh, monocle is double-entering all the tags...
385
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
387
Creature *creature = new Creature();
388
creature->position = (*i)->position;
393
94
void DarkScene::Update()