/*] 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 #include #include #include #include #include #include "GameLayer.hh" #if HAVE_CONFIG_H #include "config.h" #endif void GameLayer::loadSceneLoader() { mState.script.importStandardLibraries(); importLogFunctions(mState.script); std::string loaderPath = Scene::getPath("loader"); if (loaderPath == "") { throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader"); } Mf::Script::Result status = mState.script.doFile(loaderPath); if (status != Mf::Script::SUCCESS) { std::string str; mState.script[-1].get(str); throw Mf::Error(Mf::Error::SCRIPT_ERROR, str); } mState.script.getGlobalTable().pushField("scenes"); mState.script.getTop().get(mState.sceneList); if (mState.sceneList.size() == 0) { throw Mf::Error(Mf::Error::SCRIPT_ERROR, "no variable `scenes' within loader"); } } 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(settings, mState.script); if (status != Mf::Script::SUCCESS) { std::string str; mState.script[-1].get(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 { mState.script.pop(); } } } GameLayer::GameLayer() : mMusic("NightFusionIntro"), mPunchSound("Thump") { mMusic.setLooping(true); mMusic.enqueue("NightFusionLoop"); //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0)); mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this), 0.1, Mf::Timer::REPEAT); mState.heroine = Heroine::alloc(); mState.heroine->animation.startSequence("FlyDiagonallyUp"); mState.interp.init(0.0, 1.0); mState.interp.reset(4.0, Mf::Interp::OSCILLATE); } void GameLayer::didAddToView() { 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); mCircle.point.set(22, 5); mCircle.radius = 2; 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); 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"); if (mState.script[-1].isFunction()) mState.script.call(); else mState.script.pop(); } void GameLayer::rayTimer() { Mf::Ray2::Contact meh; std::list hits; Mf::Vector2 point; bool bam = mLine.intersectRay(mRay, meh); if (bam) { //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 = mCircle.intersectRay(mRay, meh); if (bam) { meh.normal.normalize(); hits.push_back(meh); } if (mState.scene->castRay(mRay, hits)) { 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; } } void GameLayer::draw(Mf::Scalar alpha) const { if (!mState.scene) return; mState.camera.uploadToGL(alpha); // DRAW THE SCENE Mf::Texture::resetBind(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); mState.scene->drawIfVisible(alpha, mState.camera.getFrustum()); mState.heroine->draw(alpha); mRay.draw(); mLine.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: if (event.key.keysym.sym == SDLK_SPACE) { mState.heroine->animation.startSequence("Flattened"); Mf::logInfo("thump!"); mPunchSound.play(); return true; } else if (event.key.keysym.sym == SDLK_m) { mMusic.toggle(); return true; } else if (event.key.keysym.sym == SDLK_PAGEUP) { mRay.direction = cml::rotate_vector_2D(mRay.direction, cml::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)); return true; } else if (event.key.keysym.sym == SDLK_r) { loadSceneLoader(); advanceScene(settings()); return true; } return mState.heroine->handleEvent(event); case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { parent().removeChild(this); return true; } else if (event.key.keysym.sym == SDLK_h) { addChild(mHud); return true; } return mState.heroine->handleEvent(event); case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: mState.camera.handleEvent(event); return true; case SDL_VIDEORESIZE: setProjection(event.resize.w, event.resize.h); break; } return false; } void GameLayer::setProjection() { 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); }