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Creature::Creature() : Entity(),
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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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velocity = Vector2::Random() * MAXSPEED;
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sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
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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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// if we've been listening past the grace period and hear
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// something, switch state again
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// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
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Player *player = ((DarkScene *)scene)->player;
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if ( aiTime > 1.0f &&
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(player->position - position).GetSquaredMagnitude() <
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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();
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maxspeed = STALKSPEED;
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// if we've been listening a long time, switch back to idle
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if (aiTime > 5.0f) {
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//printf("end alert\n");
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else if (state == "stalk")
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aiTime += Monocle::deltaTime;
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// * it's been >1s & we hear the player
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// * we collide with the player
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Player *player = ((DarkScene *)scene)->player;
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if ((aiTime > 1.0f &&
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(player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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direction = (player->position - position).GetNormalized();
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maxspeed = 0; // give them a running start
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Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
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// Go back to IDLE if:
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// * we stalk for more than 10-15s
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if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
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// play frustrated noise?
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maxspeed = DEFAULT_MAXSPEED;
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direction = Vector2::zero;
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else if (state == "hunt")
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aiTime += Monocle::deltaTime;
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noiseTime += Monocle::deltaTime;
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graceTime += Monocle::deltaTime;
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if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
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maxspeed = DEFAULT_MAXSPEED;
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// if we hear the player (
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Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
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pow(player->noisiness, 2) )
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direction = (player->position - position).GetNormalized();
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if (noiseTime > 2.0f) {
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Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
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// I guess chill out if it's been a while
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if (aiTime > 15.0f) {
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direction = Vector2::zero;
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// if we collide with you, move you back to the starting point
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if (Collide("player")) {
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// TODO: first, make chompy noises and wait a second or 3?
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DarkScene *scene = (DarkScene *) GetScene();
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Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
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scene->player->position = playersp->position;
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velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
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velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
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if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
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velocity = velocity.GetNormalized() * MAXSPEED;
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if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
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velocity = velocity.GetNormalized() * maxspeed;
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bool xcol = false;
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bool ycol = false;
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position.x += velocity.x * Monocle::deltaTime;
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while (Collide("Solid"))
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while (Collide("Solid") || Collide("creaturewall"))
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if (velocity.x == 0) { break; }
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if (ycol) {velocity.y = 0;}
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if (velocity.GetSquaredMagnitude() > 20)
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Vector2 distance = ((DarkScene *)scene)->player->position - position;
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Vector2 distance = ((DarkScene *)scene)->player->position - position;
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if (state == "stalk")
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float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
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sniff->SetVolume(vol);
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sprite->Play("slowmove");
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else if (velocity.GetSquaredMagnitude() > 20)
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// at distance 0, vol should be 1.0. at 800, it should be 0.
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float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
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float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
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skitter1->SetVolume(vol);
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skitter1->Play();
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sprite->Play("move");
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Vector2 s = e->scale;
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e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
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for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
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Vector2 s = e->scale;
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e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
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Graphics::SetBackgroundColor(Color::green * 0.2f);
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void DarkScene::HideSpawners()
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std::list<Entity*> *spawners = GetAllTag("spawner");
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if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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(*i)->isVisible = false;
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void DarkScene::ShowSpawners()
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std::list<Entity*> *spawners = GetAllTag("spawner");
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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(*i)->isVisible = true;
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void DarkScene::Spawn()
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Entity* playersp = GetFirstEntityWithTag("playerspawner");
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player = new Player();
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player->position = Graphics::GetScreenCenter();
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player->position = playersp->position;;
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Add(player->dark);
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Creature *creature = new Creature;
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creature->position = Graphics::GetScreenCenter();
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Creature *creature2 = new Creature;
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creature2->position = Graphics::GetScreenCenter();
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Graphics::SetBackgroundColor(Color::green * 0.2f);
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std::list<Entity*> *spawners = GetAllTag("creaturespawner");
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// Ugh, monocle is double-entering all the tags...
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for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
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Creature *creature = new Creature();
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creature->position = (*i)->position;
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void DarkScene::Update()