/*] 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 "config.h" #include #include #include #include #include #include #include "GameLayer.hh" void GameLayer::loadSceneLoader() { state_.script.import_standard_libraries(); moof::log::import(state_.script); std::string path("loader"); if (!moof::resource::find(path)) { throw std::runtime_error("cannot find scene loader script"); } moof::script::status status = state_.script.do_file(path); if (status != moof::script::success) { std::string str; state_.script[-1].get(str); throw std::runtime_error("script error: " + str); } state_.script.globals().push_field("scenes"); state_.script.top().get(state_.sceneList); if (state_.sceneList.size() == 0) { throw std::runtime_error("no variable `scenes' in script loader."); } } void GameLayer::advanceScene(moof::settings& settings) { if (state_.sceneList.size() != 0) { 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() { moof::log_info("about to load sound resource..."); music_ = moof::resource::load("NightFusionIntro.ogg"); if (music_) { music_->loop(true); music_->enqueue("NightFusionLoop"); } else moof::log_error("music not loaded"); //music_->position(moof::vector3(10.0, 5.0, 0.0)); mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this), 0.1, moof::timer::repeat); state_.heroine = Heroine::alloc(); state_.heroine->animation.startSequence("FlyDiagonallyUp"); state_.interp.init(0.0, 1.0, 4.0, moof::lerp_scalar::oscillate); } void GameLayer::did_add_to_view() { bool isMute = false; settings().get("nomusic", isMute); if (!isMute) music_->play(); 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); mCircle.point.set(22, 5); mCircle.radius = 2; mRayTimer.init(boost::bind(&GameLayer::rayTimer, this), 1.0, moof::timer::repeat); projection(); } void GameLayer::update(moof::scalar t, moof::scalar 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; 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(); } void GameLayer::rayTimer() { moof::ray2::contact meh; std::list hits; moof::vector2 point; 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; } bam = mCircle.intersect_ray(mRay, meh); if (bam) { meh.normal.normalize(); hits.push_back(meh); } if (state_.scene->castRay(mRay, hits)) { 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(moof::scalar alpha) const { if (!state_.scene) return; state_.camera.upload_to_gl(alpha); // DRAW THE SCENE moof::texture::reset_binding(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); state_.scene->draw_if_visible(alpha, state_.camera.frustum()); state_.heroine->draw(alpha); mRay.draw(); mLine.draw(); mCircle.draw(); moof::view::draw(alpha); } 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) { state_.heroine->animation.startSequence("Flattened"); moof::log_info("thump!"); //mPunchSound.play(); return true; } else if (event.key.keysym.sym == SDLK_m) { music_->toggle(); return true; } else if (event.key.keysym.sym == SDLK_PAGEUP) { mRay.direction = moof::rotate_vector_2D(mRay.direction, moof::rad(10.0)); return true; } else if (event.key.keysym.sym == SDLK_PAGEDOWN) { 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 state_.heroine->handle_event(event); case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { parent().remove_child(this); return true; } else if (event.key.keysym.sym == SDLK_h) { add_child(mHud); return true; } return state_.heroine->handle_event(event); case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: state_.camera.handle_event(event); return true; case SDL_VIDEORESIZE: projection(event.resize.w, event.resize.h); break; } return false; } void GameLayer::projection() { projection(video().width(), video().height()); } void GameLayer::projection(moof::scalar width, moof::scalar height) { state_.camera.projection(moof::rad(60.0), width / height, SCALAR(1.0), SCALAR(200.0)); }