61
Collider *collider = NULL;
61
63
position.x += velocity.x * Monocle::deltaTime;
62
while (Collide("Solid"))
64
while (Collide("Solid") || (collider = Collide("creature")))
66
// Don't colide with hunters. We should just die.
68
Creature *c = (Creature *) collider->GetEntity();
69
if (c->state == "hunt") { break; }
65
73
if (velocity.x == 0) { break; }
66
74
//printf("collision1\n");
69
77
if (xcol) {velocity.x = 0;}
71
80
position.y += velocity.y * Monocle::deltaTime;
72
while (Collide("Solid"))
81
while (Collide("Solid") || (collider = Collide("creature")))
83
// Don't colide with hunters. We should just die.
85
Creature *c = (Creature *) collider->GetEntity();
86
if (c->state == "hunt") { break; }
75
90
if (velocity.y == 0) { break; }
76
91
//printf("collision2\n");
94
109
Creature::Creature() : Entity(),
97
111
ACCELERATION(1200),
112
DEFAULT_MAXSPEED(80.0f),
100
115
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
116
sprite->Add("idle", 0, 0, 0.35f);
102
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sprite->Add("move", 1, 2, 4.0f);
118
sprite->Add("slowmove", 1, 2, 2.0f);
103
119
sprite->Play("idle");
104
120
SetGraphic(sprite);
105
121
scale = Vector2(0.25, 0.25);
107
123
AddTag("creature");
108
124
SetCollider(new RectangleCollider(16, 16));
126
alert = Assets::RequestAudio("alert.ogg");
127
freakout = Assets::RequestAudio("freakout.ogg");
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chomp = Assets::RequestAudio("chomp.ogg");
110
129
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
111
130
skitter1->SetLoops(0); //loop indefinitely
112
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"));
115
velocity = Vector2::Random() * MAXSPEED;
134
maxspeed = DEFAULT_MAXSPEED;
117
136
//set aiTime to random so creatures tick at different times
118
137
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
173
192
pow(player->noisiness * 2, 2) )
177
195
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
178
direction = (player->position - position).GetNormalized() * STALKSPEED;
196
direction = (player->position - position).GetNormalized();
197
maxspeed = STALKSPEED;
183
201
// if we've been listening a long time, switch back to idle
192
210
aiTime += Monocle::deltaTime;
194
// if we hear the player while stalking (normal range), go to HUNT
196
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
197
// if we hit a wall, call off the search?
198
//we'll want to play that sound again
199
// do others go ALERT if we start stalking?
200
// and if we collide with the player?
213
// * it's been >1s & we hear the player
214
// * we collide with the player
215
Player *player = ((DarkScene *)scene)->player;
216
if ((aiTime > 1.0f &&
217
(player->position - position).GetSquaredMagnitude() <
218
pow(player->noisiness, 2) )
223
direction = (player->position - position).GetNormalized();
224
maxspeed = 0; // give them a running start
227
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
232
// Go back to IDLE if:
234
// * we stalk for more than 10-15s
235
if ((aiTime > 15.0f) || Collide("wall") || Collide("creaturewall"))
237
// play frustrated noise?
241
maxspeed = DEFAULT_MAXSPEED;
242
direction = Vector2::zero;
245
else if (state == "hunt")
247
aiTime += Monocle::deltaTime;
248
noiseTime += Monocle::deltaTime;
249
graceTime += Monocle::deltaTime;
251
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
252
maxspeed = DEFAULT_MAXSPEED;
254
// if we hear the player (
255
Player *player = ((DarkScene *)scene)->player;
256
if ( (player->position - position).GetSquaredMagnitude() <
257
pow(player->noisiness, 2) )
259
direction = (player->position - position).GetNormalized();
261
if (noiseTime > 2.0f) {
263
Ping::NewPing(position, 8.0f, 64.0f, 0.15f);
268
// I guess chill out if it's been a while
269
if (aiTime > 15.0f) {
272
direction = Vector2::zero;
278
// if we collide with you, move you back to the starting point
279
if (Collide("player")) {
280
// TODO: first wait a second or 3?
282
DarkScene *scene = (DarkScene *) GetScene();
283
Entity* playersp = scene->GetFirstEntityWithTag("playerspawner");
284
scene->player->position = playersp->position;
203
288
velocity += direction * ACCELERATION * Monocle::deltaTime;
205
290
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
206
291
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
208
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
209
velocity = velocity.GetNormalized() * MAXSPEED;
293
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
294
velocity = velocity.GetNormalized() * maxspeed;
211
296
bool xcol = false;
212
297
bool ycol = false;
214
299
position.x += velocity.x * Monocle::deltaTime;
215
while (Collide("Solid"))
300
while (Collide("Solid") || Collide("creaturewall"))
218
303
if (velocity.x == 0) { break; }
232
317
if (ycol) {velocity.y = 0;}
234
if (velocity.GetSquaredMagnitude() > 20)
236
Vector2 distance = ((DarkScene *)scene)->player->position - position;
319
Vector2 distance = ((DarkScene *)scene)->player->position - position;
320
if (state == "stalk")
322
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
323
sniff->SetVolume(vol);
325
sprite->Play("slowmove");
327
else if (velocity.GetSquaredMagnitude() > 20)
237
329
// at distance 0, vol should be 1.0. at 800, it should be 0.
238
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
330
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
239
331
skitter1->SetVolume(vol);
240
332
skitter1->Play();
241
333
sprite->Play("move");
321
416
Vector2 s = e->scale;
322
417
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
420
std::list<Entity*> *creaturewalls = GetAllTag("creaturewall");
421
for (std::list<Entity*>::iterator i = creaturewalls->begin(); i != creaturewalls->end(); ++i)
424
Vector2 s = e->scale;
425
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
428
Graphics::SetBackgroundColor(Color::green * 0.2f);
432
void DarkScene::HideSpawners()
434
std::list<Entity*> *spawners = GetAllTag("spawner");
435
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
436
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
437
(*i)->isVisible = false;
440
void DarkScene::ShowSpawners()
442
std::list<Entity*> *spawners = GetAllTag("spawner");
443
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
444
(*i)->isVisible = true;
447
void DarkScene::Spawn()
449
Entity* playersp = GetFirstEntityWithTag("playerspawner");
325
450
player = new Player();
326
player->position = Graphics::GetScreenCenter();
451
player->position = playersp->position;;
328
453
Add(player->dark);
330
Creature *creature = new Creature;
331
creature->position = Graphics::GetScreenCenter();
334
Creature *creature2 = new Creature;
335
creature2->position = Graphics::GetScreenCenter();
338
Graphics::SetBackgroundColor(Color::green * 0.2f);
455
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
456
// Ugh, monocle is double-entering all the tags...
459
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
461
Creature *creature = new Creature();
462
creature->position = (*i)->position;
342
467
void DarkScene::Update()