]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
cleaned up interpolator classes
[chaz/yoink] / src / GameLayer.cc
index dfdadaa5f2c19fbe809193f9eebcc971569adfd6..6db27b16bb8b34011f9a6829c3ea81eca711d81f 100644 (file)
 
 *******************************************************************************/
 
-#include <Moof/Engine.hh>
+#include <Moof/Core.hh>
+#include <Moof/Error.hh>
 #include <Moof/Log.hh>
 #include <Moof/Math.hh>
 #include <Moof/OpenGL.hh>
+#include <Moof/Settings.hh>
+#include <Moof/Video.hh>
 
 #include "GameLayer.hh"
 
 #endif
 
 
+void GameLayer::loadSceneLoader()
+{
+       mState.script.importStandardLibraries();
+       importLogFunctions(mState.script);
+
+       std::string loaderPath = Scene::getPath("loader");
+       if (loaderPath == "")
+       {
+               throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
+       }
+
+       Mf::Script::Result status = mState.script.doFile(loaderPath);
+       if (status != Mf::Script::SUCCESS)
+       {
+               std::string str;
+               mState.script[-1].get(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::Error(Mf::Error::SCRIPT_ERROR,
+                               "no variable `scenes' within loader");
+       }
+}
+
+void GameLayer::advanceScene()
+{
+       if (mState.sceneList.size() != 0)
+       {
+               mState.scene = Scene::alloc(mState.sceneList[0]);
+               mState.sceneList.erase(mState.sceneList.begin());
+
+               Mf::Script::Result status = mState.scene->load(mState.script);
+               if (status != Mf::Script::SUCCESS)
+               {
+                       std::string str;
+                       mState.script[-1].get(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() :
-       music("NightFusionIntro"),
-       punchSound("Thump")
+       mHud(Hud::alloc(mState)),
+       mMusic("NightFusionIntro"),
+       mPunchSound("Thump")
 {
-       music.setLooping(true);
-       music.enqueue("NightFusionLoop");
-       music.stream();
+       mMusic.setLooping(true);
+       mMusic.enqueue("NightFusionLoop");
+
+       bool isMute = false;
+       Mf::settings.get("nomusic", isMute);
+       if (!isMute) mMusic.play();
 
-       heroine = Character::alloc("RobotTrooper");
-       heroine->getAnimation().startSequence("Run");
+       //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
 
-       Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
-       interp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
+       loadSceneLoader();
+       advanceScene();                         // load the first scene
 
-       Mf::Scalar b[2] = {1.0, 0.0};
-       fadeIn.init(b, 1.0);
+       mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this),
+                       0.1, Mf::Timer::REPEAT);
 
-       octree = Mf::loadScene("Classic");
-       heroine->treeNode = octree->insert(heroine);
+       mState.heroine = Heroine::alloc();
+       mState.heroine->animation.startSequence("FlyDiagonallyUp");
 
-       camera.setProjection(cml::rad(60.0), 1.33333, 32.0, 2500.0);
-       camera.uploadProjectionToGL();
+       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()
 {
-       hud = Hud::alloc();
-       engine.pushLayer(hud);
+       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;
+
+       mRayTimer.init(boost::bind(&GameLayer::rayTimer, this), 1.0, Mf::Timer::REPEAT);
 }
 
 
 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);
-       hud->setBar1Progress(interp.getState(dt));
-       hud->setBar2Progress(1.0 - interp.getState(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], -8));
+       //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()
+{
+       Mf::Ray<2>::Intersection meh;
+       std::list<Mf::Ray<2>::Intersection> hits;
+       Mf::Vector2 point;
+
+       bool bam = mLine.intersectRay(mRay, meh);
+       if (bam)
+       {
+               meh.normal.normalize();
+               hits.push_back(meh);
+       }
+
+       bam = mSphere.intersectRay(mRay, meh);
+       if (bam)
+       {
+               meh.normal.normalize();
+               hits.push_back(meh);
+       }
+
+       if (mState.scene->castRay(mRay, hits))
+       {
+               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;
+       }
 }
 
 
 void GameLayer::draw(Mf::Scalar alpha) const
 {
-       glMatrixMode(GL_MODELVIEW);
-       glLoadMatrix(camera.getModelviewMatrix().data());
+       mState.camera.uploadToGL(alpha);
 
        // DRAW THE SCENE
        Mf::Texture::resetBind();
@@ -107,36 +210,13 @@ 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();
+       mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
 
-       glDisable(GL_BLEND);
+       mState.heroine->draw(alpha);
 
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
-       glMatrixMode(GL_MODELVIEW);
-       glPopMatrix();
+       mRay.draw();
+       mLine.draw();
+       mSphere.draw();
 }
 
 bool GameLayer::handleEvent(const Mf::Event& event)
@@ -146,36 +226,56 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                case SDL_KEYDOWN:
                        if (event.key.keysym.sym == SDLK_SPACE)
                        {
-                               heroine->getAnimation().startSequence("Punch");
+                               mState.heroine->animation.startSequence("Flattened");
                                Mf::logInfo("thump!");
-                               punchSound.play();
+                               mPunchSound.play();
+                               return true;
+                       }
+                       else if (event.key.keysym.sym == SDLK_m)
+                       {
+                               mMusic.toggle();
                                return true;
                        }
-                       else if (event.key.keysym.sym == SDLK_p)
+                       else if (event.key.keysym.sym == SDLK_PAGEUP)
                        {
-                               music.toggle();
+                               mRay.direction = cml::rotate_vector_2D(mRay.direction,
+                                               cml::rad(10.0));
                                return true;
                        }
-                       else if (event.key.keysym.sym == SDLK_y)
+                       else if (event.key.keysym.sym == SDLK_PAGEDOWN)
                        {
-                               Mf::Engine::getInstance().popLayer();
+                               mRay.direction = cml::rotate_vector_2D(mRay.direction,
+                                               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:
-                       heroine->handleEvent(event);
-                       break;
+                       if (event.key.keysym.sym == SDLK_ESCAPE)
+                       {
+                               Mf::core.pop(this);
+                               return true;
+                       }
+                       else if (event.key.keysym.sym == SDLK_h)
+                       {
+                               Mf::core.push(mHud);
+                               return true;
+                       }
+                       return mState.heroine->handleEvent(event);
 
                case SDL_MOUSEMOTION:
                case SDL_MOUSEBUTTONDOWN:
-                       camera.handleEvent(event);
+                       mState.camera.handleEvent(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(event.resize.w, event.resize.h);
                        break;
        }
 
@@ -183,5 +283,17 @@ bool GameLayer::handleEvent(const Mf::Event& event)
 }
 
 
+void GameLayer::setProjection()
+{
+       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(45.0), width / height, 1.0, 200.0);
+}
+
+
 /** vim: set ts=4 sw=4 tw=80: *************************************************/
 
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