-/*******************************************************************************
-
- 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>
+/*] 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 <Moof/Error.hh>
#include <Moof/Log.hh>
#include <Moof/Math.hh>
mState.script.importStandardLibraries();
importLogFunctions(mState.script);
- std::string loaderPath = Scene::getPath("loader");
- if (loaderPath == "")
+ std::string path("loader");
+ if (!Scene::getPath(path))
{
throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
}
- Mf::Script::Result status = mState.script.doFile(loaderPath);
+ Mf::Script::Result status = mState.script.doFile(path);
if (status != Mf::Script::SUCCESS)
{
std::string str;
throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
}
- mState.script.getGlobalTable().pushField("scenes");
- mState.script.getTop().get(mState.sceneList);
+ mState.script.globals().pushField("scenes");
+ mState.script.top().get(mState.sceneList);
if (mState.sceneList.size() == 0)
{
throw Mf::Error(Mf::Error::SCRIPT_ERROR,
}
}
-void GameLayer::advanceScene()
+void GameLayer::advanceScene(Mf::Settings& settings)
{
if (mState.sceneList.size() != 0)
{
mState.scene = Scene::alloc(mState.sceneList[0]);
mState.sceneList.erase(mState.sceneList.begin());
- Mf::Script::Result status = mState.scene->load(mState.script);
+ Mf::Script::Result status = mState.scene->load(settings,
+ mState.script);
if (status != Mf::Script::SUCCESS)
{
std::string str;
throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
}
- mState.script.getGlobalTable().pushField("Event");
- if (mState.script[-1].isTable())
- {
- mState.script[-1].pushField("Think");
- mState.script.set("Think", Mf::Script::REGISTRY);
- mState.script.pop(2);
- }
- else
+ Mf::Script::Slot table = mState.script.globals().pushField("Event");
+ if (table.isTable())
{
- mState.script.pop();
+ mState.script.push("Think");
+ table.pushField("Think");
+ mState.script.registry().setField();
}
+ mState.script.pop();
}
}
GameLayer::GameLayer() :
- mHud(Hud::alloc(mState)),
mMusic("NightFusionIntro"),
mPunchSound("Thump")
{
mMusic.setLooping(true);
mMusic.enqueue("NightFusionLoop");
- bool isMute = false;
- Mf::Settings::getInstance().get("nomusic", isMute);
- if (!isMute) mMusic.play();
-
//mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
- loadSceneLoader();
- advanceScene(); // load the first scene
-
mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this),
0.1, Mf::Timer::REPEAT);
mState.heroine = Heroine::alloc();
mState.heroine->animation.startSequence("FlyDiagonallyUp");
- Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
- mState.interp.init(a, 5.0, Mf::Interpolator::OSCILLATE);
-
- setProjection();
+ mState.interp.init(0.0, 1.0);
+ mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
}
-void GameLayer::pushedOntoEngine()
+void GameLayer::didAddToView()
{
- Mf::engine.push(mHud);
+ bool isMute = false;
+ settings().get("nomusic", isMute);
+ if (!isMute) mMusic.play();
+
+ loadSceneLoader();
+ advanceScene(settings()); // load the first scene
+
+ mHud = Hud::alloc(mState);
+ addChild(mHud);
mRay.direction.set(1.0, 0.0);
mLine.a.set(20, 10);
mLine.b.set(19, 14);
- mSphere.point.set(22, 5);
- mSphere.radius = 2;
+ mCircle.point.set(22, 5);
+ mCircle.radius = 2;
+
+ mRayTimer.init(boost::bind(&GameLayer::rayTimer, this),
+ 1.0, Mf::Timer::REPEAT);
- mRayTimer.init(boost::bind(&GameLayer::rayTimer, this), 1.0, Mf::Timer::REPEAT);
+ setProjection();
}
void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
+ if (!mState.scene) return;
mState.camera.update(t, dt);
mState.heroine->update(t, dt);
mState.scene->checkForCollision(*mState.heroine);
- mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
- -mState.heroine->getState().position[1], -8));
- //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
+ Mf::Vector3 cam= -Mf::promote(mState.heroine->getState().position, 8);
+ mState.camera.setPosition(cam);
mRay.point = mState.heroine->getState().position;
+
+ Mf::View::update(t, dt);
}
void GameLayer::thinkTimer()
{
- mState.script.getRegistryTable().pushField("Think");
+ mState.script.registry().pushField("Think");
if (mState.script[-1].isFunction()) mState.script.call();
else mState.script.pop();
}
void GameLayer::rayTimer()
{
- Mf::Ray<2>::Intersection meh;
- std::list<Mf::Ray<2>::Intersection> hits;
+ Mf::Ray2::Contact meh;
+ std::list<Mf::Ray2::Contact> hits;
Mf::Vector2 point;
bool bam = mLine.intersectRay(mRay, meh);
if (bam)
{
- meh.normal.normalize();
- hits.push_back(meh);
+ //meh.normal.normalize();
+ //hits.push_back(meh);
+ mRay.solve(point, meh.distance);
+ Mf::logInfo << "line: d = " << meh.distance << std::endl;
+ Mf::logInfo << " P = " << point << std::endl;
+ Mf::logInfo << " n = " << meh.normal << std::endl;
}
- bam = mSphere.intersectRay(mRay, meh);
+ bam = mCircle.intersectRay(mRay, meh);
if (bam)
{
meh.normal.normalize();
{
hits.front().normal.normalize();
mRay.solve(point, hits.front().distance);
- //Mf::logInfo << "scene: d = " << hits.front().distance << std::endl;
- //Mf::logInfo << " P = " << point << std::endl;
- //Mf::logInfo << " n = " << hits.front().normal << std::endl;
+ Mf::logInfo << "scene: d = " << hits.front().distance << std::endl;
+ Mf::logInfo << " P = " << point << std::endl;
+ Mf::logInfo << " n = " << hits.front().normal << std::endl;
}
}
void GameLayer::draw(Mf::Scalar alpha) const
{
+ if (!mState.scene) return;
mState.camera.uploadToGL(alpha);
// DRAW THE SCENE
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
-
mState.heroine->draw(alpha);
mRay.draw();
mLine.draw();
- mSphere.draw();
+ mCircle.draw();
+
+ Mf::View::draw(alpha);
}
bool GameLayer::handleEvent(const Mf::Event& event)
{
+ if (Mf::View::handleEvent(event)) return true;
+
switch (event.type)
{
case SDL_KEYDOWN:
else if (event.key.keysym.sym == SDLK_r)
{
loadSceneLoader();
- advanceScene();
+ advanceScene(settings());
return true;
}
return mState.heroine->handleEvent(event);
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
{
- Mf::engine.pop(this);
+ parent().removeChild(this);
return true;
}
else if (event.key.keysym.sym == SDLK_h)
{
- Mf::engine.push(mHud);
+ addChild(mHud);
return true;
}
return mState.heroine->handleEvent(event);
void GameLayer::setProjection()
{
- Mf::VideoP video = Mf::engine.getVideo();
- setProjection(video->getWidth(), video->getHeight());
+ setProjection(video().getWidth(), video().getHeight());
}
void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
{
- mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0);
+ mState.camera.setProjection(cml::rad(45.0),
+ width / height,
+ SCALAR(1.0), SCALAR(200.0));
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-