#include <Moof/Log.hh>
#include <Moof/Math.hh>
#include <Moof/OpenGL.hh>
+#include <Moof/Settings.hh>
#include <Moof/Video.hh>
#include "GameLayer.hh"
{
mState.scene = Scene::alloc(mState.sceneList[0]);
mState.sceneList.erase(mState.sceneList.begin());
- mState.scene->load(mState.script);
+
+ Mf::Script::Status status = mState.scene->load(mState.script);
+ if (status != Mf::Script::SUCCESS)
+ {
+ std::string str;
+ mState.script[-1].get(str);
+
+ Mf::logScript("%s", str.c_str());
+ throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str);
+ }
}
}
{
mMusic.setLooping(true);
mMusic.enqueue("NightFusionLoop");
- mMusic.stream();
+
+ bool isMute = false;
+ Mf::Settings::getInstance().get("nomusic", isMute);
+ if (!isMute) mMusic.play();
loadSceneLoader();
advanceScene(); // load the first scene
void GameLayer::pushed(Mf::Engine& engine)
{
engine.push(Hud::alloc(mState));
+
+ mRay.direction.set(1.0, 0.0);
+ mRay3.direction.set(1.0, 0.0, 0.0);
+
+ mLine.a.set(20, 10);
+ mLine.b.set(19, 14);
+
+ mPlane.normal.set(-1.0, 0.0, 0.0);
+ mPlane.d = 0.0;
+
+ mSphere.point.set(22, 5);
+ mSphere.radius = 2;
}
mState.scene->checkForCollision(*mState.heroine);
mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
- -mState.heroine->getState().position[1], -10));
+ -mState.heroine->getState().position[1], -9));
//mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
//Mf::Vector3 heroinePosition = Mf::promote(mState.heroine->getState().position);
//Mf::Sound::setListenerPosition(heroinePosition);
+
+ mRay.point = mState.heroine->getState().position;
+ mRay3.point = Mf::promote(mRay.point);
+ mRay3.direction = Mf::promote(mRay.direction);
+
+ Mf::Ray<2>::Intersection meh;
+ Mf::Ray<3>::Intersection meh3;
+
+ Mf::Scalar d = mLine.intersectRay(mRay, meh);
+ if (d > 0.0)
+ {
+ Mf::logDebug("line: d = %f", d);
+ Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]);
+ Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]);
+ }
+ //d = mPlane.intersectRay(mRay3, meh3);
+ //if (d > 0.0)
+ //{
+ //Mf::logDebug("plane: d = %f", d);
+ //Mf::logDebug(" P = <%f,%f>", meh3.point[0], meh3.point[1]);
+ //Mf::logDebug(" n = <%f,%f>", meh3.normal[0], meh3.normal[1]);
+ //}
+ d = mSphere.intersectRay(mRay, meh);
+ if (d > 0.0)
+ {
+ Mf::logDebug("sphere: d = %f", d);
+ Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]);
+ Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]);
+ }
+
+ std::list<Mf::Ray<2>::Intersection> hits;
+ if (mState.scene->castRay(mRay, hits))
+ {
+ Mf::logDebug("scene: d = %f", d);
+ Mf::logDebug(" P = <%f,%f>", hits.front().point[0], hits.front().point[1]);
+ Mf::logDebug(" n = <%f,%f>", hits.front().normal[0], hits.front().normal[1]);
+ }
}
mState.heroine->setZCoord(getZCoord(mState.heroine->getState().position));
mState.heroine->draw(alpha);
+
+ mRay.draw();
+ mLine.draw();
+ mSphere.draw();
}
bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event)
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;
+ }
return mState.heroine->handleEvent(event);
case SDL_KEYUP: