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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;
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noisiness = ((magnitude / MAXSPEED *(400-64)) + 64) /2;
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89
dark->position = position;
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94
Creature::Creature() : Entity(),
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ACCELERATION(1200),
97
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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stalk = Assets::RequestAudio("stalk.ogg");
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sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
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velocity = Vector2::Random() * MAXSPEED;
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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;
174
177
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() * STALKSPEED;
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direction = (player->position - position).GetNormalized();
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maxspeed = STALKSPEED;
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186
// if we've been listening a long time, switch back to idle
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204
|| Collide("player")
207
direction = (player->position - position).GetNormalized() * HUNTSPEED;
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// Play hunt noise (REEET!)
213
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
214
// if we hit a wall, call off the search?
215
//we'll want to play that sound again
216
// do others go ALERT if we start stalking?
217
//probably a timeout here too.
208
direction = (player->position - position).GetNormalized();
209
maxspeed = 0; // give them a running start
212
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
217
// Go back to IDLE if:
219
// * we stalk for more than 10-15s
220
if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
222
// play frustrated noise?
226
maxspeed = DEFAULT_MAXSPEED;
227
direction = Vector2::zero;
230
else if (state == "hunt")
232
aiTime += Monocle::deltaTime;
233
noiseTime += Monocle::deltaTime;
234
graceTime += Monocle::deltaTime;
236
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
237
maxspeed = DEFAULT_MAXSPEED;
239
// if we hear the player (
240
Player *player = ((DarkScene *)scene)->player;
241
if ( (player->position - position).GetSquaredMagnitude() <
242
pow(player->noisiness, 2) )
244
direction = (player->position - position).GetNormalized();
246
if (noiseTime > 2.0f) {
248
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
253
// I guess chill out if it's been a while
254
if (aiTime > 15.0f) {
257
direction = Vector2::zero;
263
// if we collide with you, move you back to the starting point
264
if (Collide("player")) {
265
// TODO: first, make chompy noises and wait a second or 3?
266
DarkScene *scene = (DarkScene *) GetScene();
267
Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
268
scene->player->position = playersp->position;
220
272
velocity += direction * ACCELERATION * Monocle::deltaTime;
222
274
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
223
275
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
225
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
velocity = velocity.GetNormalized() * MAXSPEED;
277
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
278
velocity = velocity.GetNormalized() * maxspeed;
228
280
bool xcol = false;
229
281
bool ycol = false;
231
283
position.x += velocity.x * Monocle::deltaTime;
232
while (Collide("Solid"))
284
while (Collide("Solid") || Collide("creaturewall"))
235
287
if (velocity.x == 0) { break; }
249
301
if (ycol) {velocity.y = 0;}
251
if (velocity.GetSquaredMagnitude() > 20)
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
303
Vector2 distance = ((DarkScene *)scene)->player->position - position;
304
if (state == "stalk")
306
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
307
sniff->SetVolume(vol);
309
sprite->Play("slowmove");
311
else if (velocity.GetSquaredMagnitude() > 20)
254
313
// at distance 0, vol should be 1.0. at 800, it should be 0.
255
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
314
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
256
315
skitter1->SetVolume(vol);
257
316
skitter1->Play();
258
317
sprite->Play("move");
341
400
Vector2 s = e->scale;
342
401
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
404
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
405
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
408
Vector2 s = e->scale;
409
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
345
412
Graphics::SetBackgroundColor(Color::green * 0.2f);