Closed AlbertoCejas closed 4 years ago
Current implementation renders audible area whitin a projected circle on the floor, since the hearing area is a sphere, so only radius is parametrized (it makes more sense to actually use angle in Cone of Sight mechanic). If player moves above a certain speed withing this area, then enemies will hear it, otherwise, player might move without being noticed. Must test it in a level game and see if it is ok this way or if it should become more complex following initial guidelines.
Also, still needs to use triggers and actions to change enemy state
Updated following initial requirements. Must still refactor it to use triggers and actions
An enemy can hear you only if not walking slowly.
Audible area must be rendered. Ideally must be two levels, if too close (red) -> fail, if still not that close(yellow) -> you still have X seconds to leave that area before it becomes red -> fail.
Angle and radius must be parametrized.
Make use of #5(triggers) and #6(actions)