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);
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sprite->Play("idle");
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13
SetGraphic(sprite);
15
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));
30
23
void Player::Update()
77
67
position.y -= SIGN(velocity.y, 0.1);
79
69
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;
71
if (velocity.GetSquaredMagnitude() > 20)
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footsteps->Pause(); //Stop()?
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76
//Scene::GetCamera()->position = position;
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79
Creature::Creature() : Entity(),
97
DEFAULT_MAXSPEED(80.0f),
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sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
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85
sprite->Add("idle", 0, 0, 0.35f);
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86
sprite->Add("move", 1, 2, 4.0f);
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sprite->Add("slowmove", 1, 2, 2.0f);
104
87
sprite->Play("idle");
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88
SetGraphic(sprite);
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scale = Vector2(0.25, 0.25);
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90
AddTag("creature");
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SetCollider(new RectangleCollider(16, 16));
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SetCollider(new RectangleCollider(32, 32));
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skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
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94
skitter1->SetLoops(0); //loop indefinitely
113
alert = Assets::RequestAudio("alert.ogg");
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sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
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maxspeed = DEFAULT_MAXSPEED;
96
velocity = Vector2::Random() * ACCELERATION;
119
98
//set aiTime to random so creatures tick at different times
120
99
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
125
102
void Creature::Update()
127
104
Entity::Update();
129
if (state == "idle" || state == "wander")
106
aiTime += Monocle::deltaTime;
131
aiTime += Monocle::deltaTime;
138
direction = Vector2::zero;
142
if (state != "wander") {
143
//printf("wander\n");
144
direction = Vector2::Random();
153
Player *player = ((DarkScene *)scene)->player;
154
if ( (player->position - position).GetSquaredMagnitude() <
155
pow(player->noisiness, 2) )
160
113
direction = Vector2::zero;
161
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
162
aiTime = 0.0f; // diff variable? stateTime?
117
if (state != "wander") {
118
//printf("wander\n");
119
direction = Vector2::Random();
164
} // if idle or wander
165
else if (state == "alert")
167
aiTime += Monocle::deltaTime;
169
// if we've been listening past the grace period and hear
170
// something, switch state again
171
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
172
Player *player = ((DarkScene *)scene)->player;
173
if ( aiTime > 1.0f &&
174
(player->position - position).GetSquaredMagnitude() <
175
pow(player->noisiness * 2, 2) )
178
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
179
direction = (player->position - position).GetNormalized();
180
maxspeed = STALKSPEED;
185
// if we've been listening a long time, switch back to idle
187
//printf("end alert\n");
192
else if (state == "stalk")
194
aiTime += Monocle::deltaTime;
195
noiseTime += 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 = DEFAULT_MAXSPEED;
210
// Play hunt noise (REEET!)
215
//after 6 or 7 seconds on the noiseTime clock, play sound and ping again
216
// if we hit a wall, call off the search?
217
//we'll want to play that sound again
218
// do others go ALERT if we start stalking?
219
//probably a timeout here too.
222
128
velocity += direction * ACCELERATION * Monocle::deltaTime;
224
130
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
225
131
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
227
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
228
velocity = velocity.GetNormalized() * maxspeed;
230
133
bool xcol = false;
231
134
bool ycol = false;
340
199
Level::LoadProject("project.xml");
341
200
Level::Load("level.xml", this);
346
std::list<Entity*> *walls = GetAllTag("wall");
347
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)
349
205
Entity *e = (*i);
350
206
Vector2 s = e->scale;
351
207
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
354
Graphics::SetBackgroundColor(Color::green * 0.2f);
358
void DarkScene::HideSpawners()
360
std::list<Entity*> *spawners = GetAllTag("spawner");
361
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
362
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
363
(*i)->isVisible = false;
366
void DarkScene::ShowSpawners()
368
std::list<Entity*> *spawners = GetAllTag("spawner");
369
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
370
(*i)->isVisible = true;
373
void DarkScene::Spawn()
375
Entity* playersp = GetFirstEntityWithTag("playerspawner");
376
player = new Player();
377
player->position = playersp->position;;
210
Player *player = new Player;
211
player->position = Graphics::GetScreenCenter();
381
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
382
// Ugh, monocle is double-entering all the tags...
385
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
387
Creature *creature = new Creature();
388
creature->position = (*i)->position;
214
Creature *creature = new Creature;
215
creature->position = Graphics::GetScreenCenter();
218
Creature *creature2 = new Creature;
219
creature2->position = Graphics::GetScreenCenter();
222
Graphics::SetBackgroundColor(Color::black * 0.2f);
393
226
void DarkScene::Update()