6
5
Player::Player() : Entity(),
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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);
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));
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23
void Player::Update()
77
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position.y -= SIGN(velocity.y, 0.1);
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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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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(),
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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);
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87
sprite->Play("idle");
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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
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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");
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direction = Vector2::Random();
153
Player *player = ((DarkScene *)scene)->player;
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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?
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
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// 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;
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;
196
// * it's been >1s & we hear the player
197
// * we collide with the player
198
Player *player = ((DarkScene *)scene)->player;
199
if ((aiTime > 1.0f &&
200
(player->position - position).GetSquaredMagnitude() <
201
pow(player->noisiness, 2) )
206
direction = (player->position - position).GetNormalized();
207
//maxspeed = DEFAULT_MAXSPEED;
208
// Play hunt noise (REEET!)
212
// Go back to IDLE if:
214
// * we hunt for more than 10-15s
215
if ((aiTime > 15.0f) || Collide("wall"))
217
// play frustrated noise?
221
maxspeed = DEFAULT_MAXSPEED;
222
direction = Vector2::zero;
117
if (state != "wander") {
118
//printf("wander\n");
119
direction = Vector2::Random();
226
128
velocity += direction * ACCELERATION * Monocle::deltaTime;
228
130
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
229
131
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
231
if (velocity.GetSquaredMagnitude() > pow(maxspeed, 2))
232
velocity = velocity.GetNormalized() * maxspeed;
234
133
bool xcol = false;
235
134
bool ycol = false;
344
199
Level::LoadProject("project.xml");
345
200
Level::Load("level.xml", this);
350
std::list<Entity*> *walls = GetAllTag("wall");
351
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)
353
205
Entity *e = (*i);
354
206
Vector2 s = e->scale;
355
207
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
358
Graphics::SetBackgroundColor(Color::green * 0.2f);
362
void DarkScene::HideSpawners()
364
std::list<Entity*> *spawners = GetAllTag("spawner");
365
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
366
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
367
(*i)->isVisible = false;
370
void DarkScene::ShowSpawners()
372
std::list<Entity*> *spawners = GetAllTag("spawner");
373
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
374
(*i)->isVisible = true;
377
void DarkScene::Spawn()
379
Entity* playersp = GetFirstEntityWithTag("playerspawner");
380
player = new Player();
381
player->position = playersp->position;;
210
Player *player = new Player;
211
player->position = Graphics::GetScreenCenter();
385
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
386
// Ugh, monocle is double-entering all the tags...
389
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
391
Creature *creature = new Creature();
392
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);
397
226
void DarkScene::Update()