77
64
position.y -= SIGN(velocity.y, 0.1);
79
66
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;
91
69
//Scene::GetCamera()->position = position;
94
72
Creature::Creature() : Entity(),
97
DEFAULT_MAXSPEED(80.0f),
100
77
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
78
sprite->Add("idle", 0, 0, 0.35f);
102
sprite->Add("move", 1, 2, 4.0f);
103
sprite->Add("slowmove", 1, 2, 2.0f);
104
79
sprite->Play("idle");
105
80
SetGraphic(sprite);
106
scale = Vector2(0.25, 0.25);
108
82
AddTag("creature");
110
SetCollider(new RectangleCollider(16, 16));
83
SetCollider(new RectangleCollider(32, 32));
112
alert = Assets::RequestAudio("alert.ogg");
113
freakout = Assets::RequestAudio("freakout.ogg");
114
85
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
115
86
skitter1->SetLoops(0); //loop indefinitely
116
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
119
maxspeed = DEFAULT_MAXSPEED;
88
velocity = Vector2::Random() * ACCELERATION;
121
90
//set aiTime to random so creatures tick at different times
122
91
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
127
94
void Creature::Update()
131
if (state == "idle" || state == "wander")
98
aiTime += Monocle::deltaTime;
133
aiTime += Monocle::deltaTime;
140
direction = Vector2::zero;
144
if (state != "wander") {
145
//printf("wander\n");
146
direction = Vector2::Random();
155
Player *player = ((DarkScene *)scene)->player;
156
if ( (player->position - position).GetSquaredMagnitude() <
157
pow(player->noisiness, 2) )
162
105
direction = Vector2::zero;
163
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
164
aiTime = 0.0f; // diff variable? stateTime?
166
} // if idle or wander
167
else if (state == "alert")
169
aiTime += Monocle::deltaTime;
171
// if we've been listening past the grace period and hear
172
// something, switch state again
173
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
174
Player *player = ((DarkScene *)scene)->player;
175
if ( aiTime > 1.0f &&
176
(player->position - position).GetSquaredMagnitude() <
177
pow(player->noisiness * 2, 2) )
180
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
181
direction = (player->position - position).GetNormalized();
182
maxspeed = STALKSPEED;
186
// if we've been listening a long time, switch back to idle
188
//printf("end alert\n");
193
else if (state == "stalk")
195
aiTime += Monocle::deltaTime;
198
// * it's been >1s & we hear the player
199
// * we collide with the player
200
Player *player = ((DarkScene *)scene)->player;
201
if ((aiTime > 1.0f &&
202
(player->position - position).GetSquaredMagnitude() <
203
pow(player->noisiness, 2) )
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);
109
if (state != "wander") {
110
//printf("wander\n");
111
direction = Vector2::Random();
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;
272
120
velocity += direction * ACCELERATION * Monocle::deltaTime;
274
122
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
275
123
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
277
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
278
velocity = velocity.GetNormalized() * maxspeed;
280
125
bool xcol = false;
281
126
bool ycol = false;
283
128
position.x += velocity.x * Monocle::deltaTime;
284
while (Collide("Solid") || Collide("creaturewall"))
129
while (Collide("Solid"))
287
132
if (velocity.x == 0) { break; }
301
146
if (ycol) {velocity.y = 0;}
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)
313
// at distance 0, vol should be 1.0. at 800, it should be 0.
314
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
315
skitter1->SetVolume(vol);
317
sprite->Play("move");
148
if (velocity.GetSquaredMagnitude() > 0)
321
skitter1->Pause(); //Stop()?
322
sprite->Play("idle");
326
Ping::Ping() : Entity(),
327
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
329
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
331
scale = Vector2::zero;
334
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
336
Ping *ping = new Ping();
340
ping->position = pos;
342
Game::GetScene()->Add(ping);
350
// once we're done LERPing, get gone
354
t += Monocle::deltaTime;
355
float scaleFactor = LERP(d1/64, d2/64, t/t2);
356
scale = Vector2(scaleFactor, scaleFactor);
151
skitter1->Pause(); //Stop()?
390
185
Level::LoadProject("project.xml");
391
186
Level::Load("level.xml", this);
396
std::list<Entity*> *walls = GetAllTag("wall");
397
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
400
Vector2 s = e->scale;
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)
188
std::list<Entity*> *inv = GetAllTag("invisible");
189
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
407
191
Entity *e = (*i);
408
192
Vector2 s = e->scale;
409
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();
412
204
Graphics::SetBackgroundColor(Color::green * 0.2f);
416
void DarkScene::HideSpawners()
418
std::list<Entity*> *spawners = GetAllTag("spawner");
419
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
420
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
421
(*i)->isVisible = false;
424
void DarkScene::ShowSpawners()
426
std::list<Entity*> *spawners = GetAllTag("spawner");
427
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
428
(*i)->isVisible = true;
431
void DarkScene::Spawn()
433
Entity* playersp = GetFirstEntityWithTag("playerspawner");
434
player = new Player();
435
player->position = playersp->position;;
439
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
440
// Ugh, monocle is double-entering all the tags...
443
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
445
Creature *creature = new Creature();
446
creature->position = (*i)->position;
451
208
void DarkScene::Update()