]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
game loop tweaks; shapes hierarchy defined
[chaz/yoink] / src / GameLayer.cc
index 46c32631aad077b362f9db36bebc7513bd179c10..331d04fbc9db98f81d02ba12a3c07c9fea618fed 100644 (file)
@@ -1,32 +1,15 @@
 
-/*******************************************************************************
-
- 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.
-
-*******************************************************************************/
-
-#include <Moof/Engine.hh>
+/*]  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 <Moof/Core.hh>
 #include <Moof/Error.hh>
 #include <Moof/Log.hh>
 #include <Moof/Math.hh>
@@ -110,7 +93,7 @@ GameLayer::GameLayer() :
        mMusic.enqueue("NightFusionLoop");
 
        bool isMute = false;
-       Mf::Settings::getInstance().get("nomusic", isMute);
+       Mf::settings.get("nomusic", isMute);
        if (!isMute) mMusic.play();
 
        //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
@@ -124,26 +107,27 @@ GameLayer::GameLayer() :
        mState.heroine = Heroine::alloc();
        mState.heroine->animation.startSequence("FlyDiagonallyUp");
 
-       Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
-       mState.interp.init(a, 5.0, Mf::Interpolator::OSCILLATE);
+       mState.interp.init(0.0, 1.0);
+       mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
 
        setProjection();
 }
 
 
-void GameLayer::pushedOntoEngine()
+void GameLayer::addedToCore()
 {
-       Mf::engine.push(mHud);
+       Mf::core.push(mHud);
 
        mRay.direction.set(1.0, 0.0);
 
        mLine.a.set(20, 10);
        mLine.b.set(19, 14);
 
-       mSphere.point.set(22, 5);
-       mSphere.radius = 2;
+       mCircle.point.set(22, 5);
+       mCircle.radius = 2;
 
-       mRayTimer.init(boost::bind(&GameLayer::rayTimer, this), 1.0, Mf::Timer::REPEAT);
+       mRayTimer.init(boost::bind(&GameLayer::rayTimer, this),
+                                  1.0, Mf::Timer::REPEAT);
 }
 
 
@@ -154,9 +138,9 @@ void GameLayer::update(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], -8));
-       //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position));
+       Mf::Vector3 camPosition(-mState.heroine->getState().position[0],
+                                                       -mState.heroine->getState().position[1], -8);
+       mState.camera.setPosition(camPosition);
 
        mRay.point = mState.heroine->getState().position;
 }
@@ -171,8 +155,8 @@ void GameLayer::thinkTimer()
 
 void GameLayer::rayTimer()
 {
-       Mf::Ray<2>::Intersection meh;
-       std::list<Mf::Ray<2>::Intersection> hits;
+       Mf::Ray2::Contact meh;
+       std::list<Mf::Ray2::Contact> hits;
        Mf::Vector2 point;
 
        bool bam = mLine.intersectRay(mRay, meh);
@@ -182,7 +166,7 @@ void GameLayer::rayTimer()
                hits.push_back(meh);
        }
 
-       bam = mSphere.intersectRay(mRay, meh);
+       bam = mCircle.intersectRay(mRay, meh);
        if (bam)
        {
                meh.normal.normalize();
@@ -193,9 +177,9 @@ void GameLayer::rayTimer()
        {
                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;
+               Mf::logInfo << "scene: d = " << hits.front().distance << std::endl;
+               Mf::logInfo << "       P = " << point << std::endl;
+               Mf::logInfo << "       n = " << hits.front().normal << std::endl;
        }
 }
 
@@ -211,12 +195,11 @@ void GameLayer::draw(Mf::Scalar alpha) const
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
        mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
-
        mState.heroine->draw(alpha);
 
        mRay.draw();
        mLine.draw();
-       mSphere.draw();
+       mCircle.draw();
 }
 
 bool GameLayer::handleEvent(const Mf::Event& event)
@@ -259,12 +242,12 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                case SDL_KEYUP:
                        if (event.key.keysym.sym == SDLK_ESCAPE)
                        {
-                               Mf::engine.pop(this);
+                               Mf::core.pop(this);
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_h)
                        {
-                               Mf::engine.push(mHud);
+                               Mf::core.push(mHud);
                                return true;
                        }
                        return mState.heroine->handleEvent(event);
@@ -285,8 +268,9 @@ bool GameLayer::handleEvent(const Mf::Event& event)
 
 void GameLayer::setProjection()
 {
-       Mf::VideoP video = Mf::engine.getVideo();
-       setProjection(video->getWidth(), video->getHeight());
+       ASSERT(Mf::video &&
+                  "no current video context from which to get dimensions");
+       setProjection(Mf::video->getWidth(), Mf::video->getHeight());
 }
 
 void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
@@ -294,6 +278,3 @@ void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
        mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0);
 }
 
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-
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