-/*******************************************************************************
-
- 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>
-#include <Moof/Exception.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>
#include <Moof/OpenGL.hh>
#include <Moof/Video.hh>
#include "GameLayer.hh"
-#include "Hud.hh"
#if HAVE_CONFIG_H
#include "config.h"
#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 == "")
{
- throw Mf::Exception(Mf::ErrorCode::RESOURCE_NOT_FOUND, "loader");
+ throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
}
Mf::Script::Result status = mState.script.doFile(loaderPath);
std::string str;
mState.script[-1].get(str);
- throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str);
+ throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
}
mState.script.getGlobalTable().pushField("scenes");
mState.script.getTop().get(mState.sceneList);
if (mState.sceneList.size() == 0)
{
- throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR,
+ throw Mf::Error(Mf::Error::SCRIPT_ERROR,
"no variable `scenes' within loader");
}
}
std::string str;
mState.script[-1].get(str);
- throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str);
+ throw Mf::Error(Mf::Error::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();
}
}
}
GameLayer::GameLayer() :
+ mHud(Hud::alloc(mState)),
mMusic("NightFusionIntro"),
mPunchSound("Thump")
{
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));
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");
- 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(0.0, 1.0);
+ mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
setProjection();
}
-void GameLayer::pushed(Mf::Engine& engine)
+void GameLayer::pushedOntoEngine()
{
- engine.push(Hud::alloc(mState));
+ Mf::core.push(mHud);
mRay.direction.set(1.0, 0.0);
mSphere.point.set(22, 5);
mSphere.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);
}
-void GameLayer::update(Mf::Engine& engine, Mf::Scalar t, Mf::Scalar dt)
+void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
mState.camera.update(t, dt);
mState.heroine->update(t, dt);
mState.scene->checkForCollision(*mState.heroine);
- mState.camera.setPosition(Mf::Vector3(-mState.heroine->getState().position[0],
- -mState.heroine->getState().position[1], -9));
- //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;
}
+void GameLayer::thinkTimer()
+{
+ mState.script.getRegistryTable().pushField("Think");
+ if (mState.script[-1].isFunction()) mState.script.call();
+ else mState.script.pop();
+}
+
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;
}
}
-void GameLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const
+void GameLayer::draw(Mf::Scalar alpha) const
{
mState.camera.uploadToGL(alpha);
mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
- mState.heroine->setZCoord(getZCoord(mState.heroine->getState().position));
mState.heroine->draw(alpha);
mRay.draw();
mSphere.draw();
}
-bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event)
+bool GameLayer::handleEvent(const Mf::Event& event)
{
switch (event.type)
{
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:
if (event.key.keysym.sym == SDLK_ESCAPE)
{
- engine.pop(this);
+ Mf::core.pop(this);
return true;
}
else if (event.key.keysym.sym == SDLK_h)
{
- engine.push(Hud::alloc(mState));
+ Mf::core.push(mHud);
return true;
}
return mState.heroine->handleEvent(event);
void GameLayer::setProjection()
{
- Mf::VideoP video = Mf::Engine::getInstance().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)
{
- mState.camera.setProjection(cml::rad(60.0), width / height, 1.0, 200.0);
+ mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0);
}
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-