/******************************************************************************* 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. *******************************************************************************/ #ifndef _GAMELAYER_HH_ #define _GAMELAYER_HH_ /** * @file GameLayer.hh * This is the big enchilada. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Character.hh" #include "Heroine.hh" #include "Scene.hh" class GameLayer; typedef boost::shared_ptr GameLayerP; class GameLayer : public Mf::Layer { public: GameLayer(); static GameLayerP alloc() { return GameLayerP(new GameLayer); } void pushed(Mf::Engine& engine); void update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt); void draw(Mf::Engine& engine, Mf::Scalar alpha) const; bool handleEvent(Mf::Engine& engine, const Mf::Event& event); struct State { // the script object must be mutable because some script functions must be // called during draw mutable Mf::Script script; std::vector sceneList; HeroineP heroine; SceneP scene; Mf::PolynomialInterpolator<5> interp; Mf::Camera camera; }; private: void loadSceneLoader(); void advanceScene(); Mf::Scalar getZCoord(const Mf::Vector2& position) const; void setProjection(); void setProjection(Mf::Scalar width, Mf::Scalar height); State mState; Mf::Sound mMusic; Mf::Sound mPunchSound; Mf::Ray<2> mRay; Mf::Line<2> mLine; Mf::Plane mPlane; Mf::Sphere<2> mSphere; }; #endif // _GAMELAYER_HH_ /** vim: set ts=4 sw=4 tw=80: *************************************************/