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Dogcows Code - chaz/yoink/blob - src/GameLayer.cc
3f5a7a869fb2dd8d13e6da4671d82f78d474f47d
2 /*******************************************************************************
4 Copyright (c) 2009, Charles McGarvey
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 *******************************************************************************/
29 #include <Moof/Engine.hh>
30 #include <Moof/Exception.hh>
31 #include <Moof/Log.hh>
32 #include <Moof/Math.hh>
33 #include <Moof/OpenGL.hh>
34 #include <Moof/Settings.hh>
35 #include <Moof/Video.hh>
37 #include "GameLayer.hh"
46 Mf::Scalar
GameLayer::getZCoord(const Mf::Vector2
& position
) const
50 mState
.script
.getGlobalTable().pushField("GetZCoord");
51 mState
.script
.push(position
[0]);
52 mState
.script
.push(position
[1]);
53 mState
.script
.call(2, 1);
54 mState
.script
.getTop().get(z
);
60 void GameLayer::loadSceneLoader()
62 mState
.script
.importStandardLibraries();
63 importLogPrintFunction(mState
.script
);
65 std::string loaderPath
= Scene::getPath("loader");
68 throw Mf::Exception(Mf::ErrorCode::RESOURCE_NOT_FOUND
, "loader");
71 Mf::Script::Result status
= mState
.script
.doFile(loaderPath
);
72 if (status
!= Mf::Script::SUCCESS
)
75 mState
.script
[-1].get(str
);
77 throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR
, str
);
80 mState
.script
.getGlobalTable().pushField("scenes");
81 mState
.script
.getTop().get(mState
.sceneList
);
82 if (mState
.sceneList
.size() == 0)
84 throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR
,
85 "no variable `scenes' within loader");
89 void GameLayer::advanceScene()
91 if (mState
.sceneList
.size() != 0)
93 mState
.scene
= Scene::alloc(mState
.sceneList
[0]);
94 mState
.sceneList
.erase(mState
.sceneList
.begin());
96 Mf::Script::Result status
= mState
.scene
->load(mState
.script
);
97 if (status
!= Mf::Script::SUCCESS
)
100 mState
.script
[-1].get(str
);
102 throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR
, str
);
108 GameLayer::GameLayer() :
109 mMusic("NightFusionIntro"),
112 mMusic
.setLooping(true);
113 mMusic
.enqueue("NightFusionLoop");
116 Mf::Settings::getInstance().get("nomusic", isMute
);
117 if (!isMute
) mMusic
.play();
119 //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
122 advanceScene(); // load the first scene
124 mState
.heroine
= Heroine::alloc();
125 mState
.heroine
->animation
.startSequence("FlyDiagonallyUp");
127 Mf::Scalar a
[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
128 mState
.interp
.init(a
, 2.0, Mf::Interpolator::OSCILLATE
);
134 void GameLayer::pushed(Mf::Engine
& engine
)
136 engine
.push(Hud::alloc(mState
));
138 mRay
.direction
.set(1.0, 0.0);
143 mSphere
.point
.set(22, 5);
146 mRayTimer
.init(boost::bind(&GameLayer::rayTimer
, this), 1.0, Mf::Timer::REPEAT
);
150 void GameLayer::update(Mf::Engine
& engine
, Mf::Scalar t
, Mf::Scalar dt
)
152 mState
.camera
.update(t
, dt
);
153 mState
.heroine
->update(t
, dt
);
155 mState
.scene
->checkForCollision(*mState
.heroine
);
157 mState
.camera
.setPosition(Mf::Vector3(-mState
.heroine
->getState().position
[0],
158 -mState
.heroine
->getState().position
[1], -9));
159 //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
161 mRay
.point
= mState
.heroine
->getState().position
;
165 void GameLayer::rayTimer()
167 Mf::Ray
<2>::Intersection meh
;
168 std::list
<Mf::Ray
<2>::Intersection
> hits
;
171 bool bam
= mLine
.intersectRay(mRay
, meh
);
174 meh
.normal
.normalize();
178 bam
= mSphere
.intersectRay(mRay
, meh
);
181 meh
.normal
.normalize();
185 if (mState
.scene
->castRay(mRay
, hits
))
187 hits
.front().normal
.normalize();
188 mRay
.solve(point
, hits
.front().distance
);
189 Mf::logDebug
<< "scene: d = " << hits
.front().distance
<< std::endl
;
190 Mf::logDebug
<< " P = " << point
<< std::endl
;
191 Mf::logDebug
<< " n = " << hits
.front().normal
<< std::endl
;
196 void GameLayer::draw(Mf::Engine
& engine
, Mf::Scalar alpha
) const
198 mState
.camera
.uploadToGL(alpha
);
201 Mf::Texture::resetBind();
203 glEnableClientState(GL_VERTEX_ARRAY
);
204 glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
206 mState
.scene
->drawIfVisible(alpha
, mState
.camera
.getFrustum());
208 mState
.heroine
->setZCoord(getZCoord(mState
.heroine
->getState().position
));
209 mState
.heroine
->draw(alpha
);
216 bool GameLayer::handleEvent(Mf::Engine
& engine
, const Mf::Event
& event
)
221 if (event
.key
.keysym
.sym
== SDLK_SPACE
)
223 mState
.heroine
->animation
.startSequence("Flattened");
224 Mf::logInfo("thump!");
228 else if (event
.key
.keysym
.sym
== SDLK_m
)
233 else if (event
.key
.keysym
.sym
== SDLK_PAGEUP
)
235 mRay
.direction
= cml::rotate_vector_2D(mRay
.direction
,
239 else if (event
.key
.keysym
.sym
== SDLK_PAGEDOWN
)
241 mRay
.direction
= cml::rotate_vector_2D(mRay
.direction
,
245 return mState
.heroine
->handleEvent(event
);
248 if (event
.key
.keysym
.sym
== SDLK_ESCAPE
)
253 else if (event
.key
.keysym
.sym
== SDLK_h
)
255 engine
.push(Hud::alloc(mState
));
258 return mState
.heroine
->handleEvent(event
);
260 case SDL_MOUSEMOTION
:
261 case SDL_MOUSEBUTTONDOWN
:
262 mState
.camera
.handleEvent(event
);
265 case SDL_VIDEORESIZE
:
266 setProjection(event
.resize
.w
, event
.resize
.h
);
274 void GameLayer::setProjection()
276 Mf::VideoP video
= Mf::Engine::getInstance().getVideo();
277 setProjection(video
->getWidth(), video
->getHeight());
280 void GameLayer::setProjection(Mf::Scalar width
, Mf::Scalar height
)
282 mState
.camera
.setProjection(cml::rad(60.0), width
/ height
, 1.0, 200.0);
286 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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