-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
-
-#include <Moof/Engine.hh>
-#include <Moof/Exception.hh>
-#include <Moof/Log.hh>
-#include <Moof/Math.hh>
-#include <Moof/OpenGL.hh>
-#include <Moof/Video.hh>
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
-#include "GameLayer.hh"
-#include "Hud.hh"
-
-#if HAVE_CONFIG_H
#include "config.h"
-#endif
+#include <stdexcept>
+#include <moof/log.hh>
+#include <moof/math.hh>
+#include <moof/opengl.hh>
+#include <moof/settings.hh>
+#include <moof/video.hh>
-Mf::Scalar GameLayer::getZCoord(const Mf::Vector2& position) const
-{
- Mf::Scalar z;
-
- mState.script.getGlobalTable().pushField("GetZCoord");
- mState.script.push(position[0]);
- mState.script.push(position[1]);
- mState.script.call(2, 1);
- mState.script.getTop().get(z);
- mState.script.pop();
+#include "GameLayer.hh"
- return z;
-}
void GameLayer::loadSceneLoader()
{
- mState.script.importStandardLibraries();
- importLogPrintFunction(mState.script);
+ state_.script.import_standard_libraries();
+ moof::log::import(state_.script);
- std::string loaderPath = Scene::getPath("loader");
- if (loaderPath == "")
+ std::string path = moof::resource::find_file("scenes/loader.lua");
+ if (path.empty())
{
- throw Mf::Exception(Mf::ErrorCode::RESOURCE_NOT_FOUND, "loader");
+ throw std::runtime_error("cannot find scene loader script");
}
- Mf::Script::Status status = mState.script.doFile(loaderPath);
- if (status != Mf::Script::SUCCESS)
+ moof::script::status status = state_.script.do_file(path);
+ if (status != moof::script::success)
{
std::string str;
- mState.script[-1].get(str);
-
- Mf::logScript("%s", str.c_str());
- throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str);
+ state_.script[-1].get(str);
+ throw std::runtime_error("script error: " + str);
}
- mState.script.getGlobalTable().pushField("scenes");
- mState.script.getTop().get(mState.sceneList);
- if (mState.sceneList.size() == 0)
+ state_.script.globals().push_field("scenes");
+ state_.script.top().get(state_.sceneList);
+ if (state_.sceneList.size() == 0)
{
- Mf::logScript("no variable `scenes' within loader");
- throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, "no scenes to load");
+ throw std::runtime_error("no variable `scenes' in script loader.");
}
}
-void GameLayer::advanceScene()
+void GameLayer::advanceScene(moof::settings& settings)
{
- if (mState.sceneList.size() != 0)
+ if (state_.sceneList.size() != 0)
{
- mState.scene = Scene::alloc(mState.sceneList[0]);
- mState.sceneList.erase(mState.sceneList.begin());
- mState.scene->load(mState.script);
+ state_.scene = Scene::alloc(state_.sceneList[0]);
+ state_.sceneList.erase(state_.sceneList.begin());
+
+ moof::script::status status = state_.scene->load(settings,
+ state_.script);
+ if (status != moof::script::success)
+ {
+ std::string str;
+ state_.script[-1].get(str);
+ throw std::runtime_error("script error: " + str);
+ }
+
+ moof::script::slot table = state_.script.globals().push_field("Event");
+ if (table.is_table())
+ {
+ state_.script.push("Think");
+ table.push_field("Think");
+ state_.script.registry().set_field();
+ }
+ state_.script.pop();
}
}
-GameLayer::GameLayer() :
- mMusic("NightFusionIntro"),
- mPunchSound("Thump")
+GameLayer::GameLayer()
{
- mMusic.setLooping(true);
- mMusic.enqueue("NightFusionLoop");
- mMusic.stream();
-
- loadSceneLoader();
- advanceScene(); // load the first scene
+ moof::log_info("about to load sound resource...");
+ music_.sample("sounds/NightFusionIntro.ogg");
+ music_.loop(true);
+ music_.enqueue("sounds/NightFusionLoop.ogg");
+ music_.position(moof::vector3(10.0, 5.0, 0.0));
- mState.heroine = Heroine::alloc();
- mState.heroine->animation.startSequence("FlyDiagonallyUp");
+ mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this),
+ 0.1, moof::timer::repeat);
- Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
- mState.interp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
+ state_.heroine = Heroine::alloc();
+ state_.heroine->animation.startSequence("FlyDiagonallyUp");
- setProjection();
+ state_.interp.init(0.0, 1.0, 4.0, moof::lerp_scalar::oscillate);
}
-void GameLayer::pushed(Mf::Engine& engine)
+void GameLayer::did_add_to_view()
{
- engine.push(Hud::alloc(mState));
+ bool isMute = false;
+ settings().get("nomusic", isMute);
+ music_.stream();
+
+ loadSceneLoader();
+ advanceScene(settings()); // load the first scene
+
+ mHud = Hud::alloc(state_);
+ add_child(mHud);
mRay.direction.set(1.0, 0.0);
mLine.a.set(20, 10);
mLine.b.set(19, 14);
- mPlane.normal.set(-1.0, 0.0, 0.0);
- mPlane.d = 0.0;
+ mCircle.point.set(22, 5);
+ mCircle.radius = 2;
- mSphere.point.set(22, 5);
- mSphere.radius = 2;
+ mRayTimer.init(boost::bind(&GameLayer::rayTimer, this),
+ 1.0, moof::timer::repeat);
+
+ projection();
}
-void GameLayer::update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt)
+void GameLayer::update(moof::scalar t, moof::scalar dt)
{
- mState.camera.update(t, dt);
- mState.heroine->update(t, dt);
+ if (!state_.scene) return;
+ state_.camera.update(t, dt);
+ state_.heroine->update(t, dt);
+
+ state_.scene->checkForCollision(*state_.heroine);
+
+ moof::vector3 cam= -moof::promote(state_.heroine->state().position, 8);
+ state_.camera.position(cam);
+
+ mRay.point = state_.heroine->state().position;
- mState.scene->checkForCollision(*mState.heroine);
+ moof::view::update(t, dt);
+}
+
+void GameLayer::thinkTimer()
+{
+ state_.script.registry().push_field("Think");
+ if (state_.script[-1].is_function()) state_.script.call();
+ else state_.script.pop();
+}
- mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
- -mState.heroine->getState().position[1], -9));
- //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
- //Mf::Vector3 heroinePosition = Mf::promote(mState.heroine->getState().position);
- //Mf::Sound::setListenerPosition(heroinePosition);
-
- mRay.point = mState.heroine->getState().position;
+void GameLayer::rayTimer()
+{
+ moof::ray2::contact meh;
+ std::list<moof::ray2::contact> hits;
+ moof::vector2 point;
- Mf::Ray<2>::Intersection meh;
+ bool bam = mLine.intersect_ray(mRay, meh);
+ if (bam)
+ {
+ //meh.normal.normalize();
+ //hits.push_back(meh);
+ mRay.solve(point, meh.distance);
+ moof::log_info << "line: d = " << meh.distance << std::endl;
+ moof::log_info << " P = " << point << std::endl;
+ moof::log_info << " n = " << meh.normal << std::endl;
+ }
- Mf::Scalar d = mLine.intersectRay(mRay, meh);
- if (d > 0.0)
+ bam = mCircle.intersect_ray(mRay, meh);
+ if (bam)
{
- Mf::logDebug("line: d = %f", d);
- Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]);
- Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]);
+ meh.normal.normalize();
+ hits.push_back(meh);
}
- //d = mPlane.intersectRay(mRay, meh);
- //if (d > 0.0)
- //{
- //Mf::logDebug("plane: d = %f", d);
- //Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]);
- //Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]);
- //}
- d = mSphere.intersectRay(mRay, meh);
- if (d > 0.0)
+
+ if (state_.scene->castRay(mRay, hits))
{
- Mf::logDebug("sphere: d = %f", d);
- Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]);
- Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]);
+ hits.front().normal.normalize();
+ mRay.solve(point, hits.front().distance);
+ moof::log_info << "scene: d = " << hits.front().distance << std::endl;
+ moof::log_info << " P = " << point << std::endl;
+ moof::log_info << " n = " << hits.front().normal << std::endl;
}
}
-void GameLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const
+void GameLayer::draw(moof::scalar alpha) const
{
- mState.camera.uploadToGL(alpha);
+ if (!state_.scene) return;
+ state_.camera.upload_to_gl(alpha);
// DRAW THE SCENE
- Mf::Texture::resetBind();
+ moof::image::reset_binding();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
-
- mState.heroine->setZCoord(getZCoord(mState.heroine->getState().position));
- mState.heroine->draw(alpha);
+ state_.scene->draw_if_visible(alpha, state_.camera.frustum());
+ state_.heroine->draw(alpha);
mRay.draw();
mLine.draw();
- mSphere.draw();
+ mCircle.draw();
+
+ moof::view::draw(alpha);
}
-bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event)
+bool GameLayer::handle_event(const moof::event& event)
{
+ if (moof::view::handle_event(event)) return true;
+
switch (event.type)
{
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_SPACE)
{
- mState.heroine->animation.startSequence("Flattened");
- Mf::logInfo("thump!");
- mPunchSound.play();
+ state_.heroine->animation.startSequence("Flattened");
+ moof::log_info("thump!");
+ punch_sound_.play();
return true;
}
else if (event.key.keysym.sym == SDLK_m)
{
- mMusic.toggle();
+ music_.toggle();
return true;
}
else if (event.key.keysym.sym == SDLK_PAGEUP)
{
- mRay.direction = cml::rotate_vector_2D(mRay.direction, cml::rad(10.0));
+ mRay.direction = moof::rotate_vector_2D(mRay.direction,
+ moof::rad(10.0));
return true;
}
else if (event.key.keysym.sym == SDLK_PAGEDOWN)
{
- mRay.direction = cml::rotate_vector_2D(mRay.direction, cml::rad(-10.0));
+ mRay.direction = moof::rotate_vector_2D(mRay.direction,
+ moof::rad(-10.0));
+ return true;
+ }
+ else if (event.key.keysym.sym == SDLK_r)
+ {
+ loadSceneLoader();
+ advanceScene(settings());
return true;
}
- return mState.heroine->handleEvent(event);
+ return state_.heroine->handle_event(event);
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
{
- engine.pop(this);
+ parent().remove_child(this);
return true;
}
else if (event.key.keysym.sym == SDLK_h)
{
- engine.push(Hud::alloc(mState));
+ add_child(mHud);
return true;
}
- return mState.heroine->handleEvent(event);
+ return state_.heroine->handle_event(event);
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
- mState.camera.handleEvent(event);
+ state_.camera.handle_event(event);
return true;
case SDL_VIDEORESIZE:
- setProjection(event.resize.w, event.resize.h);
+ projection(event.resize.w, event.resize.h);
break;
}
}
-void GameLayer::setProjection()
+void GameLayer::projection()
{
- Mf::VideoP video = Mf::Engine::getInstance().getVideo();
- setProjection(video->getWidth(), video->getHeight());
+ projection(video().width(), video().height());
}
-void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
+void GameLayer::projection(moof::scalar width, moof::scalar height)
{
- mState.camera.setProjection(cml::rad(60.0), width / height, 1.0, 200.0);
+ state_.camera.projection(moof::rad(60.0),
+ width / height,
+ SCALAR(1.0), SCALAR(200.0));
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-