6
5
Player::Player() : Entity(),
11
10
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
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11
sprite->Add("idle", 0, 0, 0.35f);
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sprite->Play("idle");
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13
SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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footsteps->SetLoops(0); //loop indefinitely
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footsteps->SetVolume(0);
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SetCollider(new RectangleCollider(16, 16));
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dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
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SetCollider(new RectangleCollider(32, 32));
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20
void Player::Update()
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64
position.y -= SIGN(velocity.y, 0.1);
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66
if (ycol) {velocity.y = 0;}
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float magnitude = velocity.GetMagnitude();
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footsteps->SetVolume(magnitude / MAXSPEED);
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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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dark->position = position;
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//Scene::GetCamera()->position = position;
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72
Creature::Creature() : Entity(),
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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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79
sprite->Play("idle");
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80
SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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82
AddTag("creature");
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SetCollider(new RectangleCollider(16, 16));
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SetCollider(new RectangleCollider(32, 32));
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85
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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86
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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velocity = Vector2::Random() * MAXSPEED;
88
velocity = Vector2::Random() * ACCELERATION;
118
90
//set aiTime to random so creatures tick at different times
119
91
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
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94
void Creature::Update()
128
if (state == "idle" || state == "wander")
98
aiTime += Monocle::deltaTime;
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aiTime += Monocle::deltaTime;
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direction = Vector2::zero;
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if (state != "wander") {
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//printf("wander\n");
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direction = Vector2::Random();
152
Player *player = ((DarkScene *)scene)->player;
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if ( (player->position - position).GetSquaredMagnitude() <
154
pow(player->noisiness, 2) )
159
105
direction = Vector2::zero;
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Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
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aiTime = 0.0f; // diff variable? stateTime?
109
if (state != "wander") {
110
//printf("wander\n");
111
direction = Vector2::Random();
163
} // if idle or wander
164
else if (state == "alert")
166
aiTime += Monocle::deltaTime;
168
// if we've been listening past the grace period and hear
169
// something, switch state again
170
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
171
Player *player = ((DarkScene *)scene)->player;
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if ( aiTime > 1.0f &&
173
(player->position - position).GetSquaredMagnitude() <
174
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized() * STALKSPEED;
184
// if we've been listening a long time, switch back to idle
186
//printf("end alert\n");
191
else if (state == "stalk")
193
aiTime += Monocle::deltaTime;
194
noiseTime += 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() * HUNTSPEED;
208
// 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.
220
120
velocity += direction * ACCELERATION * Monocle::deltaTime;
222
122
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
223
123
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
225
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
226
velocity = velocity.GetNormalized() * MAXSPEED;
228
125
bool xcol = false;
229
126
bool ycol = false;
249
146
if (ycol) {velocity.y = 0;}
251
if (velocity.GetSquaredMagnitude() > 20)
253
Vector2 distance = ((DarkScene *)scene)->player->position - position;
254
// at distance 0, vol should be 1.0. at 800, it should be 0.
255
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
256
skitter1->SetVolume(vol);
258
sprite->Play("move");
148
if (velocity.GetSquaredMagnitude() > 0)
262
skitter1->Pause(); //Stop()?
263
sprite->Play("idle");
267
Ping::Ping() : Entity(),
268
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
270
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
272
scale = Vector2::zero;
275
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
277
Ping *ping = new Ping();
281
ping->position = pos;
283
Game::GetScene()->Add(ping);
291
// once we're done LERPing, get gone
295
t += Monocle::deltaTime;
296
float scaleFactor = LERP(d1/64, d2/64, t/t2);
297
scale = Vector2(scaleFactor, scaleFactor);
151
skitter1->Pause(); //Stop()?
331
185
Level::LoadProject("project.xml");
332
186
Level::Load("level.xml", this);
337
std::list<Entity*> *walls = GetAllTag("wall");
338
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
188
std::list<Entity*> *inv = GetAllTag("invisible");
189
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
340
191
Entity *e = (*i);
341
192
Vector2 s = e->scale;
342
193
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
196
Player *player = new Player;
197
player->position = Graphics::GetScreenCenter();
200
Creature *creature = new Creature;
201
creature->position = Graphics::GetScreenCenter();
345
204
Graphics::SetBackgroundColor(Color::green * 0.2f);
349
void DarkScene::HideSpawners()
351
std::list<Entity*> *spawners = GetAllTag("spawner");
352
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
353
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
354
(*i)->isVisible = false;
357
void DarkScene::ShowSpawners()
359
std::list<Entity*> *spawners = GetAllTag("spawner");
360
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
361
(*i)->isVisible = true;
364
void DarkScene::Spawn()
366
Entity* playersp = GetFirstEntityWithTag("playerspawner");
367
player = new Player();
368
player->position = playersp->position;;
372
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
373
// Ugh, monocle is double-entering all the tags...
376
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
378
Creature *creature = new Creature();
379
creature->position = (*i)->position;
384
208
void DarkScene::Update()