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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 *(400-64)) + 64) /2;
dark->position = position;
//Scene::GetCamera()->position = position;
}
Creature::Creature() : Entity(),
FRICTION(800),
ACCELERATION(1200),
DEFAULT_MAXSPEED(80.0f),
STALKSPEED(20.0f)
{
sprite = new SpriteAnimation("creature.png", FILTER_NONE, 64, 64);
sprite->Add("idle", 0, 0, 0.35f);
sprite->Add("move", 1, 2, 4.0f);
sprite->Add("slowmove", 1, 2, 2.0f);
sprite->Play("idle");
SetGraphic(sprite);
scale = Vector2(0.25, 0.25);
AddTag("creature");
SetCollider(new RectangleCollider(16, 16));
alert = Assets::RequestAudio("alert.ogg");
freakout = Assets::RequestAudio("freakout.ogg");
skitter1 = Audio::NewDeck(Assets::RequestAudio("skitter1.ogg"));
skitter1->SetLoops(0); //loop indefinitely
sniff = Audio::NewDeck(Assets::RequestAudio("sniff.ogg"));
sniff->SetLoops(0);
maxspeed = DEFAULT_MAXSPEED;
//set aiTime to random so creatures tick at different times
aiTime= (float(rand()) / float(RAND_MAX)) * 1.0f;
state = "idle";
}
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) )
{
//printf("alert\n");
state = "alert";
alert->Play();
direction = Vector2::zero;
Ping::NewPing(position, 8.0f, 32.0f, 0.15f); // ping diameter 16-64 over .5s
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
// We hear the player at DOUBLE noisiness distance, cuz WE'RE LISNING!
Player *player = ((DarkScene *)scene)->player;
if ( aiTime > 1.0f &&
(player->position - position).GetSquaredMagnitude() <
pow(player->noisiness * 2, 2) )
{
state = "stalk";
Ping::NewPing(position, 8.0f, 32.0f, 0.15f);
direction = (player->position - position).GetNormalized();
maxspeed = STALKSPEED;
aiTime = 0.0f;
}
// if we've been listening a long time, switch back to idle
if (aiTime > 5.0f) {
//printf("end alert\n");
state = "idle";
aiTime = 0.0f;
}
}
else if (state == "stalk")
{
aiTime += Monocle::deltaTime;
// Go to HUNT if:
// * it's been >1s & we hear the player
// * we collide with the player
Player *player = ((DarkScene *)scene)->player;
if ((aiTime > 1.0f &&
(player->position - position).GetSquaredMagnitude() <
pow(player->noisiness, 2) )
|| Collide("player")
)
{
state = "hunt";
direction = (player->position - position).GetNormalized();
maxspeed = 0; // give them a running start
sniff->Stop();
freakout->Play();
// TODO: big yellow ping
aiTime = 0.0f;
noiseTime = 0.0f;
}
// Go back to IDLE if:
// * we hit a wall
// * we stalk for more than 10-15s
if ((aiTime > 15.0f) || Collide("wall"))
{
// play frustrated noise?
state = "idle";
aiTime = 0.0f;
sniff->Stop();
maxspeed = DEFAULT_MAXSPEED;
direction = Vector2::zero;
}
}
else if (state == "hunt")
{
aiTime += Monocle::deltaTime;
noiseTime += Monocle::deltaTime;
graceTime += Monocle::deltaTime;
if ((graceTime > 1.0f) && (maxspeed != DEFAULT_MAXSPEED))
maxspeed = DEFAULT_MAXSPEED;
// if we hear the player (
Player *player = ((DarkScene *)scene)->player;
if ( (player->position - position).GetSquaredMagnitude() <
pow(player->noisiness, 2) )
{
direction = (player->position - position).GetNormalized();
aiTime = 0.0f;
if (noiseTime > 2.0f) {
freakout->Play();
// TODO: big yellow ping
noiseTime = 0.0f;
}
}
// I guess chill out if it's been a while
if (aiTime > 15.0f) {
state = "alert";
//alert->Play();
direction = Vector2::zero;
aiTime = 0.0f;
noiseTime = 0.0f;
graceTime = 0.0f;
}
// if we collide with you... game over?
}
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;}
Vector2 distance = ((DarkScene *)scene)->player->position - position;
if (state == "stalk")
{
float vol = (distance.GetMagnitude() / -250.0f) + 1.0f;
sniff->SetVolume(vol);
sniff->Play();
sprite->Play("slowmove");
}
else if (velocity.GetSquaredMagnitude() > 20)
{
// at distance 0, vol should be 1.0. at 800, it should be 0.
float vol = (distance.GetMagnitude() / -600.0f) + 1.0f;
skitter1->SetVolume(vol);
skitter1->Play();
sprite->Play("move");
}
else
{
skitter1->Pause(); //Stop()?
sprite->Play("idle");
}
}
Ping::Ping() : Entity(),
d1(0.0f), d2(0.0f), t(0.0f), t2(0.0f)
{
sprite = new Sprite("yellow.png", FILTER_LINEAR, 64, 64);
SetGraphic(sprite);
scale = Vector2::zero;
}
Ping *Ping::NewPing(Vector2 pos, float d1, float d2, float t2)
{
Ping *ping = new Ping();
ping->d1 = d1;
ping->d2 = d2;
ping->t2 = t2;
ping->position = pos;
Game::GetScene()->Add(ping);
return ping;
}
void Ping::Update()
{
Entity::Update();
// once we're done LERPing, get gone
if (t > t2)
RemoveSelf();
t += Monocle::deltaTime;
float scaleFactor = LERP(d1/64, d2/64, t/t2);
scale = Vector2(scaleFactor, scaleFactor);
}
// 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);
HideSpawners();
Spawn();
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));
}
Graphics::SetBackgroundColor(Color::green * 0.2f);
}
void DarkScene::HideSpawners()
{
std::list<Entity*> *spawners = GetAllTag("spawner");
if (spawners == NULL) {printf("NO SPAWNERS!!!\n");}
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
(*i)->isVisible = false;
}
void DarkScene::ShowSpawners()
{
std::list<Entity*> *spawners = GetAllTag("spawner");
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
(*i)->isVisible = true;
}
void DarkScene::Spawn()
{
Entity* playersp = GetFirstEntityWithTag("playerspawner");
player = new Player();
player->position = playersp->position;;
Add(player);
Add(player->dark);
std::list<Entity*> *spawners = GetAllTag("creaturespawner");
// Ugh, monocle is double-entering all the tags...
spawners->sort();
spawners->unique();
for (std::list<Entity*>::iterator i = spawners->begin(); i != spawners->end(); ++i)
{
Creature *creature = new Creature();
creature->position = (*i)->position;
Add(creature);
}
}
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;
ShowSpawners();
levelEditor->Enable();
} else {
HideSpawners();
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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