GameLayer::GameLayer() :
- music("BeatTheCube"),
- punchSound("Thump")
+ mMusic("BeatTheCube"),
+ mPunchSound("Thump")
{
- music.setLooping(true);
- music.enqueue("NightFusionLoop");
- music.stream();
+ mMusic.setLooping(true);
+ mMusic.enqueue("NightFusionLoop");
+ mMusic.stream();
- heroine = Heroine::alloc();
- heroine->animation.startSequence("FlyDiagonallyUp");
+ mHeroine = Heroine::alloc();
+ mHeroine->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);
+ mInterp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
- scene = Scene::alloc("Classic");
+ mScene = Scene::alloc("Classic");
setProjection();
- hud = Hud::alloc();
+ mHud = Hud::alloc();
}
void GameLayer::pushed(Mf::Engine& engine)
{
- engine.push(hud);
+ engine.push(mHud);
}
void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
{
- camera.update(t, dt);
- heroine->update(t, dt);
+ mCamera.update(t, dt);
+ mHeroine->update(t, dt);
- scene->checkForCollision(*heroine);
+ mScene->checkForCollision(*mHeroine);
- //camera.lookAt(heroine->getSphere().point);
- camera.setPosition(Mf::Vector3(-heroine->current.position[0],
- -heroine->current.position[1], -256));
+ mCamera.setPosition(Mf::Vector3(-mHeroine->getState().position[0],
+ -mHeroine->getState().position[1], -256));
+ //mCamera.lookAt(Mf::promote(mHeroine->getState().position));
- //Mf::Vector3 heroinePosition = Mf::promote(heroine->current.position);
+ //Mf::Vector3 heroinePosition = Mf::promote(mHeroine->getState().position);
//Mf::Sound::setListenerPosition(heroinePosition);
- interp.update(t, dt);
- hud->setBar1Progress(interp.getState(dt));
- hud->setBar2Progress(1.0 - interp.getState(dt));
+ mInterp.update(t, dt);
+ mHud->setBar1Progress(mInterp.getState(dt));
+ mHud->setBar2Progress(1.0 - mInterp.getState(dt));
}
void GameLayer::draw(Mf::Scalar alpha) const
{
- camera.uploadToGL();
+ mCamera.uploadToGL(alpha);
// DRAW THE SCENE
Mf::Texture::resetBind();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- scene->drawIfVisible(alpha, camera.getFrustum());
+ mScene->drawIfVisible(alpha, mCamera.getFrustum());
- heroine->draw(alpha);
+ mHeroine->draw(alpha);
}
bool GameLayer::handleEvent(const Mf::Event& event)
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_SPACE)
{
- heroine->animation.startSequence("Flattened");
+ mHeroine->animation.startSequence("Flattened");
Mf::logInfo("thump!");
- punchSound.play();
+ mPunchSound.play();
return true;
}
else if (event.key.keysym.sym == SDLK_p)
{
- music.toggle();
+ mMusic.toggle();
return true;
}
else if (event.key.keysym.sym == SDLK_y)
}
case SDL_KEYUP:
- return heroine->handleEvent(event);
+ return mHeroine->handleEvent(event);
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
- camera.handleEvent(event);
+ mCamera.handleEvent(event);
return true;
case SDL_VIDEORESIZE:
void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
{
- camera.setProjection(cml::rad(60.0), width / height, 32.0, 2500.0);
+ mCamera.setProjection(cml::rad(60.0), width / height, 32.0, 2500.0);
}