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#include "Dark.h"
#include <cmath>
namespace Dark
{
Player::Player() : Entity(),
FRICTION(150),
MAXSPEED(150.0f),
ACCELERATION(300)
{
sprite = new SpriteAnimation("player.png", FILTER_NONE, 64, 64);
sprite->Add("idle", 0, 0, 0.35f);
sprite->Play("idle");
SetGraphic(sprite);
scale = Vector2(0.25, 0.25);
AddTag("player");
footsteps = Audio::NewDeck(Assets::RequestAudio("footsteps.ogg"));
footsteps->SetLoops(0); //loop indefinitely
footsteps->SetVolume(0);
footsteps->Play();
SetCollider(new RectangleCollider(16, 16));
dark = new Entity();
dark->SetGraphic(new Sprite("dark.png", FILTER_NONE, 2048, 1536)); //alpha?
}
void Player::Update()
{
Entity::Update();
if (Input::IsKeyMaskHeld("left"))
{
velocity.x -= ACCELERATION * Monocle::deltaTime;
}
if (Input::IsKeyMaskHeld("right"))
{
velocity.x += ACCELERATION * Monocle::deltaTime;
}
if (Input::IsKeyMaskHeld("up"))
{
velocity.y -= ACCELERATION * Monocle::deltaTime;
}
if (Input::IsKeyMaskHeld("down"))
{
velocity.y += ACCELERATION * Monocle::deltaTime;
}
// velocity will approach 0 in steps of FRICTION * dt
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
velocity = velocity.GetNormalized() * MAXSPEED;
bool xcol = false;
bool ycol = false;
position.x += velocity.x * Monocle::deltaTime;
while (Collide("Solid"))
{
xcol = true;
if (velocity.x == 0) { break; }
//printf("collision1\n");
position.x -= SIGN(velocity.x, 0.1);
}
if (xcol) {velocity.x = 0;}
position.y += velocity.y * Monocle::deltaTime;
while (Collide("Solid"))
{
ycol = true;
if (velocity.y == 0) { break; }
//printf("collision2\n");
position.y -= SIGN(velocity.y, 0.1);
}
if (ycol) {velocity.y = 0;}
float magnitude = velocity.GetMagnitude();
footsteps->SetVolume(magnitude / MAXSPEED);
// How far away can they hear your footsteps?
// The circle is diameter 300 at MAXSPEED, 32 (2x your size) at 0 speed
noisiness = ((magnitude / MAXSPEED *(300-32)) + 32) /2;
dark->position = position;
//Scene::GetCamera()->position = position;
}
Creature::Creature() : Entity(),
FRICTION(800),
MAXSPEED(80.0f),
ACCELERATION(1200)
{
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
sprite->Add("idle", 0, 0, 0.35f);
sprite->Add("move", 1, 2, 4.0f);
sprite->Play("idle");
SetGraphic(sprite);
scale = Vector2(0.25, 0.25);
AddTag("creature");
SetCollider(new RectangleCollider(16, 16));
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
skitter1->SetLoops(0); //loop indefinitely
velocity = Vector2::Random() * MAXSPEED;
//set aiTime to random so creatures tick at different times
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
}
void Creature::Update()
{
Entity::Update();
if (state == "idle" || state == "wander")
{
aiTime += Monocle::deltaTime;
if (aiTime > 1.0f)
{
switch (rand() % 3)
{
case 0: // idle
//printf("idle\n");
direction = Vector2::zero;
state = "idle";
break;
case 1: // move
if (state != "wander") {
//printf("wander\n");
direction = Vector2::Random();
state = "wander";
break;
}
}
aiTime = 0.0f;
}
Player *player = ((DarkScene *)scene)->player;
if ( (player->position - position).GetSquaredMagnitude() <
pow(player->noisiness, 2) )
{
state = "alert";
// TODO: Play startled noise
direction = Vector2::zero;
// TODO: Play pulse animation (yellow?)
aiTime = 0.0f; // diff variable? stateTime?
}
} // if idle or wander
else if (state == "alert")
{
aiTime += Monocle::deltaTime;
// if we've been listening past the grace period and hear
// something, switch state again
// if we've been listening a long time, switch back to idle
}
velocity += direction * ACCELERATION * Monocle::deltaTime;
velocity.x = APPROACH(velocity.x, 0, FRICTION * Monocle::deltaTime);
velocity.y = APPROACH(velocity.y, 0, FRICTION * Monocle::deltaTime);
if (velocity.GetSquaredMagnitude() > pow(MAXSPEED, 2))
velocity = velocity.GetNormalized() * MAXSPEED;
bool xcol = false;
bool ycol = false;
position.x += velocity.x * Monocle::deltaTime;
while (Collide("Solid"))
{
xcol = true;
if (velocity.x == 0) { break; }
//printf("collision1\n");
position.x -= SIGN(velocity.x, 0.1);
}
if (xcol) {velocity.x = 0;}
position.y += velocity.y * Monocle::deltaTime;
while (Collide("Solid"))
{
ycol = true;
if (velocity.y == 0) { break; }
//printf("collision2\n");
position.y -= SIGN(velocity.y, 0.1);
}
if (ycol) {velocity.y = 0;}
if (velocity.GetSquaredMagnitude() > 20)
{
Vector2 distance = ((DarkScene *)scene)->player->position - position;
// at distance 0, vol should be 1.0. at 800, it should be 0.
float vol = (distance.GetMagnitude() / -800.0f) + 1.0f;
skitter1->SetVolume(vol);
skitter1->Play();
sprite->Play("move");
}
else
{
skitter1->Pause(); //Stop()?
sprite->Play("idle");
}
}
// Scene
DarkScene::DarkScene() : Scene()
{
}
void DarkScene::Begin()
{
Scene::Begin();
Graphics::Set2D(1024, 768);
Text *inst2 = new Text("Press ESC to quit");
inst2->position = Vector2(-492, -354); // 20px h, 30px v from U-L corner
Add(inst2);
Input::DefineMaskKey("left", KEY_LEFT);
Input::DefineMaskKey("right", KEY_RIGHT);
Input::DefineMaskKey("up", KEY_UP);
Input::DefineMaskKey("down", KEY_DOWN);
Input::DefineMaskKey("up", KEY_W);
Input::DefineMaskKey("left", KEY_A);
Input::DefineMaskKey("down", KEY_S);
Input::DefineMaskKey("right", KEY_D);
// level editor
Add( levelEditor = new LevelEditor() );
levelEditor->Disable();
// load level from files
Level::LoadProject("project.xml");
Level::Load("level.xml", this);
std::list<Entity*> *walls = GetAllTag("wall");
for (std::list<Entity*>::iterator i = walls->begin(); i != walls->end(); ++i)
{
Entity *e = (*i);
Vector2 s = e->scale;
e->SetCollider(new RectangleCollider(s.x * 64, s.y * 64));
}
player = new Player();
player->position = Graphics::GetScreenCenter();
Add(player);
Add(player->dark);
Creature *creature = new Creature;
creature->position = Graphics::GetScreenCenter();
Add(creature);
Creature *creature2 = new Creature;
creature2->position = Graphics::GetScreenCenter();
Add(creature2);
Graphics::SetBackgroundColor(Color::green * 0.2f);
}
void DarkScene::Update()
{
Scene::Update();
if (Input::IsKeyPressed(KEY_ESCAPE))
Game::Quit();
if (isPaused)
{
if (Input::IsKeyPressed(KEY_S) && Input::IsKeyHeld(KEY_LCTRL))
Level::Save();
if (Input::IsKeyPressed(KEY_A))
Scene::GetCamera()->position.x -= 600;
if (Input::IsKeyPressed(KEY_D))
Scene::GetCamera()->position.x += 600;
}
if (Input::IsKeyPressed(KEY_TAB))
{
// if we're not doing anything in the levelEditor...
if (levelEditor->GetState() == FTES_NONE)
{
isPaused = !isPaused;
if (isPaused) {
player->dark->isVisible = false;
levelEditor->Enable();
} else {
levelEditor->Disable();
player->dark->isVisible = true;
}
}
}
}// DarkScene::Update
Text::Text(const std::string& text, FontAsset* font)
: Entity(), text(text)
{
if (font == NULL)
this->font = Assets::RequestFont("LiberationSans-Regular.ttf", 18.0f);
else
this->font = font;
SetLayer(-2);
}
void Text::Render()
{
Graphics::PushMatrix();
// place text directly relative to camera
Graphics::Translate(scene->GetCamera()->position + position);
Graphics::SetBlend(BLEND_ALPHA);
Graphics::SetColor(Color::white);
Graphics::BindFont(font);
Graphics::RenderText(*font, text, 0, 0);
Graphics::PopMatrix();
}
}
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