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 *(400-64)) + 64) /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
alert = Assets::RequestAudio("alert.ogg");
112
freakout = Assets::RequestAudio("freakout.ogg");
113
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
114
skitter1->SetLoops(0); //loop indefinitely
115
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
118
maxspeed = DEFAULT_MAXSPEED;
120
//set aiTime to random so creatures tick at different times
121
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
126
void Creature::Update()
130
if (state == "idle" || state == "wander")
132
aiTime += Monocle::deltaTime;
139
direction = Vector2::zero;
143
if (state != "wander") {
144
//printf("wander\n");
145
direction = Vector2::Random();
154
Player *player = ((DarkScene *)scene)->player;
155
if ( (player->position - position).GetSquaredMagnitude() <
156
pow(player->noisiness, 2) )
161
direction = Vector2::zero;
162
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
163
aiTime = 0.0f; // diff variable? stateTime?
165
} // if idle or wander
166
else if (state == "alert")
168
aiTime += Monocle::deltaTime;
170
// if we've been listening past the grace period and hear
171
// something, switch state again
172
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
173
Player *player = ((DarkScene *)scene)->player;
174
if ( aiTime > 1.0f &&
175
(player->position - position).GetSquaredMagnitude() <
176
pow(player->noisiness * 2, 2) )
179
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
180
direction = (player->position - position).GetNormalized();
181
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;
197
// * it's been >1s & we hear the player
198
// * we collide with the player
199
Player *player = ((DarkScene *)scene)->player;
200
if ((aiTime > 1.0f &&
201
(player->position - position).GetSquaredMagnitude() <
202
pow(player->noisiness, 2) )
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?
265
velocity += direction * ACCELERATION * Monocle::deltaTime;
267
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
268
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
270
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
271
velocity = velocity.GetNormalized() * maxspeed;
276
position.x += velocity.x * Monocle::deltaTime;
277
while (Collide("Solid"))
280
if (velocity.x == 0) { break; }
281
//printf("collision1\n");
282
position.x -= SIGN(velocity.x, 0.1);
284
if (xcol) {velocity.x = 0;}
286
position.y += velocity.y * Monocle::deltaTime;
287
while (Collide("Solid"))
290
if (velocity.y == 0) { break; }
291
//printf("collision2\n");
292
position.y -= SIGN(velocity.y, 0.1);
294
if (ycol) {velocity.y = 0;}
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)
306
// at distance 0, vol should be 1.0. at 800, it should be 0.
307
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
308
skitter1->SetVolume(vol);
310
sprite->Play("move");
314
skitter1->Pause(); //Stop()?
315
sprite->Play("idle");
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);