6
5
Player::Player() : Entity(),
11
10
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
12
11
sprite->Add("idle", 0, 0, 0.35f);
13
12
sprite->Play("idle");
14
13
SetGraphic(sprite);
15
scale = Vector2(0.25, 0.25);
19
17
footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
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footsteps->SetLoops(0); //loop indefinitely
21
footsteps->SetVolume(0);
24
SetCollider(new RectangleCollider(16, 16));
27
dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
20
SetCollider(new RectangleCollider(32, 32));
30
23
void Player::Update()
52
45
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
53
46
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
55
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
56
velocity = velocity.GetNormalized() * MAXSPEED;
77
67
position.y -= SIGN(velocity.y, 0.1);
79
69
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 *(300-32)) + 32) /2;
89
dark->position = position;
71
if (velocity.GetSquaredMagnitude() > 20)
74
footsteps->Pause(); //Stop()?
91
76
//Scene::GetCamera()->position = position;
94
79
Creature::Creature() : Entity(),
99
84
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
100
85
sprite->Add("idle", 0, 0, 0.35f);
101
sprite->Add("move", 1, 2, 4.0f);
102
86
sprite->Play("idle");
103
87
SetGraphic(sprite);
104
scale = Vector2(0.25, 0.25);
106
89
AddTag("creature");
107
SetCollider(new RectangleCollider(16, 16));
90
SetCollider(new RectangleCollider(32, 32));
109
92
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
110
93
skitter1->SetLoops(0); //loop indefinitely
112
velocity = Vector2::Random() * MAXSPEED;
95
velocity = Vector2::Random() * ACCELERATION;
114
97
//set aiTime to random so creatures tick at different times
115
98
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
120
103
Entity::Update();
122
if (state == "idle" || state == "wander")
105
aiTime += Monocle::deltaTime;
124
aiTime += Monocle::deltaTime;
131
direction = Vector2::zero;
135
if (state != "wander") {
136
//printf("wander\n");
137
direction = Vector2::Random();
146
Player *player = ((DarkScene *)scene)->player;
147
if ( (player->position - position).GetSquaredMagnitude() <
148
pow(player->noisiness, 2) )
151
// TODO: Play startled noise
152
112
direction = Vector2::zero;
153
// TODO: Play pulse animation (yellow?)
154
aiTime = 0.0f; // diff variable? stateTime?
116
if (state != "wander") {
117
//printf("wander\n");
118
direction = Vector2::Random();
156
} // if idle or wander
157
else if (state == "alert")
159
aiTime += Monocle::deltaTime;
161
// if we've been listening past the grace period and hear
162
// something, switch state again
164
// if we've been listening a long time, switch back to idle
167
127
velocity += direction * ACCELERATION * Monocle::deltaTime;
169
129
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
170
130
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
172
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
173
velocity = velocity.GetNormalized() * MAXSPEED;
175
132
bool xcol = false;
176
133
bool ycol = false;
196
153
if (ycol) {velocity.y = 0;}
198
155
if (velocity.GetSquaredMagnitude() > 20)
200
Vector2 distance = ((DarkScene *)scene)->player->position - position;
201
// at distance 0, vol should be 1.0. at 800, it should be 0.
202
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
203
skitter1->SetVolume(vol);
205
sprite->Play("move");
209
skitter1->Pause(); //Stop()?
210
sprite->Play("idle");
158
skitter1->Pause(); //Stop()?
245
192
Level::LoadProject("project.xml");
246
193
Level::Load("level.xml", this);
248
std::list<Entity*> *walls = GetAllTag("wall");
249
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
195
std::list<Entity*> *inv = GetAllTag("invisible");
196
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
251
198
Entity *e = (*i);
252
199
Vector2 s = e->scale;
253
200
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
256
player = new Player();
203
Player *player = new Player;
257
204
player->position = Graphics::GetScreenCenter();
261
207
Creature *creature = new Creature;
262
208
creature->position = Graphics::GetScreenCenter();