]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
simplified win32 installer build script
[chaz/yoink] / src / GameLayer.cc
index 3f5a7a869fb2dd8d13e6da4671d82f78d474f47d..0ed249c8af964ffffd1bd009c21592350459280e 100644 (file)
 #endif
 
 
-
-Mf::Scalar GameLayer::getZCoord(const Mf::Vector2& position) const
-{
-       Mf::Scalar z;
-
-       mState.script.getGlobalTable().pushField("GetZCoord");
-       mState.script.push(position[0]);
-       mState.script.push(position[1]);
-       mState.script.call(2, 1);
-       mState.script.getTop().get(z);
-       mState.script.pop();
-
-       return z;
-}
-
 void GameLayer::loadSceneLoader()
 {
        mState.script.importStandardLibraries();
-       importLogPrintFunction(mState.script);
+       importLogFunctions(mState.script);
 
        std::string loaderPath = Scene::getPath("loader");
        if (loaderPath == "")
@@ -101,6 +86,18 @@ void GameLayer::advanceScene()
 
                        throw Mf::Exception(Mf::ErrorCode::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();
+               }
        }
 }
 
@@ -121,11 +118,14 @@ GameLayer::GameLayer() :
        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");
+       mState.heroine->animation.startSequence("GreenDiamond");
 
        Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
-       mState.interp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
+       mState.interp.init(a, 5.0, Mf::Interpolator::OSCILLATE);
 
        setProjection();
 }
@@ -155,12 +155,19 @@ void GameLayer::update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt)
        mState.scene->checkForCollision(*mState.heroine);
 
        mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
-                               -mState.heroine->getState().position[1], -9));
+                               -mState.heroine->getState().position[1], -6));
        //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
 
        mRay.point = mState.heroine->getState().position;
 }
 
+void GameLayer::thinkTimer()
+{
+       mState.script.getRegistryTable().pushField("Think");
+       if (mState.script[-1].isFunction()) mState.script.call();
+       else                                mState.script.pop();
+}
+
 
 void GameLayer::rayTimer()
 {
@@ -186,9 +193,9 @@ void GameLayer::rayTimer()
        {
                hits.front().normal.normalize();
                mRay.solve(point, hits.front().distance);
-               Mf::logDebug << "scene: d = " << hits.front().distance << std::endl;
-               Mf::logDebug << "       P = " << point << std::endl;
-               Mf::logDebug << "       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;
        }
 }
 
@@ -205,7 +212,6 @@ void GameLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const
 
        mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
 
-       mState.heroine->setZCoord(getZCoord(mState.heroine->getState().position));
        mState.heroine->draw(alpha);
 
        mRay.draw();
@@ -242,6 +248,12 @@ bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event)
                                                cml::rad(-10.0));
                                return true;
                        }
+                       else if (event.key.keysym.sym == SDLK_r)
+                       {
+                               loadSceneLoader();
+                               advanceScene();
+                               return true;
+                       }
                        return mState.heroine->handleEvent(event);
 
                case SDL_KEYUP:
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