]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
preliminary cleanup of character class
[chaz/yoink] / src / GameLayer.cc
index dfdadaa5f2c19fbe809193f9eebcc971569adfd6..2035248115869afdb4a42cb16647be34f29014d0 100644 (file)
@@ -30,6 +30,7 @@
 #include <Moof/Log.hh>
 #include <Moof/Math.hh>
 #include <Moof/OpenGL.hh>
+#include <Moof/Video.hh>
 
 #include "GameLayer.hh"
 
 
 
 GameLayer::GameLayer() :
-       music("NightFusionIntro"),
+       music("BeatTheCube"),
        punchSound("Thump")
 {
        music.setLooping(true);
        music.enqueue("NightFusionLoop");
        music.stream();
 
-       heroine = Character::alloc("RobotTrooper");
-       heroine->getAnimation().startSequence("Run");
+       heroine = Heroine::alloc();
+       heroine->animation.startSequence("FlyDiagonallyUp");
 
        Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
        interp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
 
-       Mf::Scalar b[2] = {1.0, 0.0};
-       fadeIn.init(b, 1.0);
+       scene = Scene::alloc("Classic");
 
-       octree = Mf::loadScene("Classic");
-       heroine->treeNode = octree->insert(heroine);
+       setProjection();
 
-       camera.setProjection(cml::rad(60.0), 1.33333, 32.0, 2500.0);
-       camera.uploadProjectionToGL();
+       hud = Hud::alloc();
 }
 
 
 void GameLayer::pushed(Mf::Engine& engine)
 {
-       hud = Hud::alloc();
-       engine.pushLayer(hud);
+       engine.push(hud);
 }
 
 
 void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
 {
-       //dt *= 0.7;
-
-       fadeIn.update(dt);
        camera.update(t, dt);
        heroine->update(t, dt);
 
-       // reinsert heroine
-       heroine->treeNode = octree->reinsert(heroine, heroine->treeNode);
-       octree->print(heroine->treeNode);
-       
        //camera.lookAt(heroine->getSphere().point);
        camera.setPosition(Mf::Vector3(-heroine->current.position[0],
                                -heroine->current.position[1], -256));
 
-       Mf::Vector3 heroinePosition;
-       Mf::promoteVector(heroinePosition, heroine->current.position);
-       Mf::Sound::setListenerPosition(heroinePosition);
-
-       interp.update(dt);
+       //Mf::Vector3 heroinePosition = Mf::promote(heroine->current.position);
+       //Mf::Sound::setListenerPosition(heroinePosition);
+       
+       interp.update(t, dt);
        hud->setBar1Progress(interp.getState(dt));
        hud->setBar2Progress(1.0 - interp.getState(dt));
 }
@@ -98,8 +87,7 @@ void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
 
 void GameLayer::draw(Mf::Scalar alpha) const
 {
-       glMatrixMode(GL_MODELVIEW);
-       glLoadMatrix(camera.getModelviewMatrix().data());
+       camera.uploadToGL();
 
        // DRAW THE SCENE
        Mf::Texture::resetBind();
@@ -107,36 +95,9 @@ void GameLayer::draw(Mf::Scalar alpha) const
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
-       octree->drawIfVisible(alpha, camera.getFrustum());
-
-       //heroine->draw(alpha);
-       heroine->getAabb().draw();
-
-       // DRAW FADE
-       glEnable(GL_BLEND);
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glLoadIdentity();
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-       glLoadIdentity();
-       glColor4f(0.0f, 0.0f, 0.0f, fadeIn.getState(alpha));
-       Mf::Texture::resetBind();
-
-       //glRectf(-1.0f, -1.0f, 1.0f, 1.0f);
-       glBegin(GL_QUADS);
-               glVertex3f(-1.0, -1.0, -0.1);
-               glVertex3f(1.0, -1.0, -0.1);
-               glVertex3f(1.0, 1.0, -0.1);
-               glVertex3f(-1.0, 1.0, -0.1);
-       glEnd();
+       scene->drawIfVisible(alpha, camera.getFrustum());
 
-       glDisable(GL_BLEND);
-
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
+       heroine->draw(alpha);
 }
 
 bool GameLayer::handleEvent(const Mf::Event& event)
@@ -146,7 +107,7 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                case SDL_KEYDOWN:
                        if (event.key.keysym.sym == SDLK_SPACE)
                        {
-                               heroine->getAnimation().startSequence("Punch");
+                               heroine->animation.startSequence("Flattened");
                                Mf::logInfo("thump!");
                                punchSound.play();
                                return true;
@@ -158,13 +119,12 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                        }
                        else if (event.key.keysym.sym == SDLK_y)
                        {
-                               Mf::Engine::getInstance().popLayer();
+                               Mf::Engine::getInstance().pop();
                                return true;
                        }
 
                case SDL_KEYUP:
-                       heroine->handleEvent(event);
-                       break;
+                       return heroine->handleEvent(event);
 
                case SDL_MOUSEMOTION:
                case SDL_MOUSEBUTTONDOWN:
@@ -172,10 +132,7 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                        return true;
 
                case SDL_VIDEORESIZE:
-                       glViewport(0, 0, event.resize.w, event.resize.h);
-                       camera.setProjection(cml::rad(60.0),
-                               double(event.resize.w) / double(event.resize.h), 32.0, 2500.0);
-                       camera.uploadProjectionToGL();
+                       setProjection(Mf::Scalar(event.resize.w), Mf::Scalar(event.resize.h));
                        break;
        }
 
@@ -183,5 +140,17 @@ bool GameLayer::handleEvent(const Mf::Event& event)
 }
 
 
+void GameLayer::setProjection()
+{
+       Mf::Video& video = Mf::Engine::getInstance().getVideo();
+       setProjection(video.getWidth(), video.getHeight());
+}
+
+void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
+{
+       camera.setProjection(cml::rad(60.0), width / height, 32.0, 2500.0);
+}
+
+
 /** vim: set ts=4 sw=4 tw=80: *************************************************/
 
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