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"));
20
18
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()
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(),
100
84
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
101
85
sprite->Add("idle", 0, 0, 0.35f);
102
86
sprite->Add("move", 1, 2, 4.0f);
103
87
sprite->Play("idle");
104
88
SetGraphic(sprite);
105
scale = Vector2(0.25, 0.25);
107
90
AddTag("creature");
108
SetCollider(new RectangleCollider(16, 16));
91
SetCollider(new RectangleCollider(32, 32));
110
93
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
111
94
skitter1->SetLoops(0); //loop indefinitely
112
alert = Assets::RequestAudio("alert.ogg");
113
stalk = Assets::RequestAudio("stalk.ogg");
115
velocity = Vector2::Random() * MAXSPEED;
96
velocity = Vector2::Random() * ACCELERATION;
117
98
//set aiTime to random so creatures tick at different times
118
99
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
123
102
void Creature::Update()
125
104
Entity::Update();
127
if (state == "idle" || state == "wander")
106
aiTime += Monocle::deltaTime;
129
aiTime += Monocle::deltaTime;
136
direction = Vector2::zero;
140
if (state != "wander") {
141
//printf("wander\n");
142
direction = Vector2::Random();
151
Player *player = ((DarkScene *)scene)->player;
152
if ( (player->position - position).GetSquaredMagnitude() <
153
pow(player->noisiness, 2) )
158
113
direction = Vector2::zero;
159
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
160
aiTime = 0.0f; // diff variable? stateTime?
117
if (state != "wander") {
118
//printf("wander\n");
119
direction = Vector2::Random();
162
} // if idle or wander
163
else if (state == "alert")
165
aiTime += Monocle::deltaTime;
167
// if we've been listening past the grace period and hear
168
// something, switch state again
169
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
170
Player *player = ((DarkScene *)scene)->player;
171
if ( aiTime > 1.0f &&
172
(player->position - position).GetSquaredMagnitude() <
173
pow(player->noisiness * 2, 2) )
177
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
178
direction = (player->position - position).GetNormalized() * STALKSPEED;
183
// if we've been listening a long time, switch back to idle
185
//printf("end alert\n");
190
else if (state == "stalk")
192
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?
203
128
velocity += direction * ACCELERATION * Monocle::deltaTime;
205
130
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
206
131
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
208
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
209
velocity = velocity.GetNormalized() * MAXSPEED;
211
133
bool xcol = false;
212
134
bool ycol = false;
250
Ping::Ping() : Entity(),
251
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
253
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
255
scale = Vector2::zero;
258
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
260
Ping *ping = new Ping();
264
ping->position = pos;
266
Game::GetScene()->Add(ping);
274
// once we're done LERPing, get gone
278
t += Monocle::deltaTime;
279
float scaleFactor = LERP(d1/64, d2/64, t/t2);
280
scale = Vector2(scaleFactor, scaleFactor);
285
170
DarkScene::DarkScene() : Scene()
314
199
Level::LoadProject("project.xml");
315
200
Level::Load("level.xml", this);
317
std::list<Entity*> *walls = GetAllTag("wall");
318
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
202
std::list<Entity*> *inv = GetAllTag("invisible");
203
for (std::list<Entity*>::iterator i = inv->begin(); i != inv->end(); ++i)
320
205
Entity *e = (*i);
321
206
Vector2 s = e->scale;
322
207
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
325
player = new Player();
210
Player *player = new Player;
326
211
player->position = Graphics::GetScreenCenter();
330
214
Creature *creature = new Creature;
331
215
creature->position = Graphics::GetScreenCenter();