]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
minor refactoring and state progress
[chaz/yoink] / src / GameLayer.cc
index e7ab9e849a4b100773e7c550bf7ab7280d4dc737..a80946f6f5ff68fd393ad165734871eaa7ba8cf7 100644 (file)
 
 
 GameLayer::GameLayer() :
 
 
 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};
 
        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();
 
 
        setProjection();
 
-       hud = Hud::alloc();
+       mHud = Hud::alloc();
 }
 
 
 void GameLayer::pushed(Mf::Engine& engine)
 {
 }
 
 
 void GameLayer::pushed(Mf::Engine& engine)
 {
-       engine.push(hud);
+       engine.push(mHud);
 }
 
 
 void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
 {
 }
 
 
 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);
        
        //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
 {
 }
 
 
 void GameLayer::draw(Mf::Scalar alpha) const
 {
-       camera.uploadToGL();
+       mCamera.uploadToGL(alpha);
 
        // DRAW THE SCENE
        Mf::Texture::resetBind();
 
        // DRAW THE SCENE
        Mf::Texture::resetBind();
@@ -97,9 +97,9 @@ void GameLayer::draw(Mf::Scalar alpha) const
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
        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)
 }
 
 bool GameLayer::handleEvent(const Mf::Event& event)
@@ -109,14 +109,14 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                case SDL_KEYDOWN:
                        if (event.key.keysym.sym == SDLK_SPACE)
                        {
                case SDL_KEYDOWN:
                        if (event.key.keysym.sym == SDLK_SPACE)
                        {
-                               heroine->animation.startSequence("Flattened");
+                               mHeroine->animation.startSequence("Flattened");
                                Mf::logInfo("thump!");
                                Mf::logInfo("thump!");
-                               punchSound.play();
+                               mPunchSound.play();
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_p)
                        {
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_p)
                        {
-                               music.toggle();
+                               mMusic.toggle();
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_y)
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_y)
@@ -126,11 +126,11 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                        }
 
                case SDL_KEYUP:
                        }
 
                case SDL_KEYUP:
-                       return heroine->handleEvent(event);
+                       return mHeroine->handleEvent(event);
 
                case SDL_MOUSEMOTION:
                case SDL_MOUSEBUTTONDOWN:
 
                case SDL_MOUSEMOTION:
                case SDL_MOUSEBUTTONDOWN:
-                       camera.handleEvent(event);
+                       mCamera.handleEvent(event);
                        return true;
 
                case SDL_VIDEORESIZE:
                        return true;
 
                case SDL_VIDEORESIZE:
@@ -150,7 +150,7 @@ void GameLayer::setProjection()
 
 void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
 {
 
 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);
 }
 
 
 }
 
 
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