]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
sockets documentation and cleanup
[chaz/yoink] / src / GameLayer.cc
index 46c32631aad077b362f9db36bebc7513bd179c10..d68522ee1a8ef826c3730927342a19597135d536 100644 (file)
@@ -1,32 +1,14 @@
 
-/*******************************************************************************
-
- 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/Error.hh>
 #include <Moof/Log.hh>
 #include <Moof/Math.hh>
@@ -46,13 +28,13 @@ void GameLayer::loadSceneLoader()
        mState.script.importStandardLibraries();
        importLogFunctions(mState.script);
 
-       std::string loaderPath = Scene::getPath("loader");
-       if (loaderPath == "")
+       std::string path("loader");
+       if (!Scene::getPath(path))
        {
                throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
        }
 
-       Mf::Script::Result status = mState.script.doFile(loaderPath);
+       Mf::Script::Result status = mState.script.doFile(path);
        if (status != Mf::Script::SUCCESS)
        {
                std::string str;
@@ -61,8 +43,8 @@ void GameLayer::loadSceneLoader()
                throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
        }
 
-       mState.script.getGlobalTable().pushField("scenes");
-       mState.script.getTop().get(mState.sceneList);
+       mState.script.globals().pushField("scenes");
+       mState.script.top().get(mState.sceneList);
        if (mState.sceneList.size() == 0)
        {
                throw Mf::Error(Mf::Error::SCRIPT_ERROR,
@@ -70,14 +52,15 @@ void GameLayer::loadSceneLoader()
        }
 }
 
-void GameLayer::advanceScene()
+void GameLayer::advanceScene(Mf::Settings& settings)
 {
        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);
+               Mf::Script::Result status = mState.scene->load(settings,
+                                                                                                          mState.script);
                if (status != Mf::Script::SUCCESS)
                {
                        std::string str;
@@ -86,84 +69,84 @@ void GameLayer::advanceScene()
                        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
+               Mf::Script::Slot table = mState.script.globals().pushField("Event");
+               if (table.isTable())
                {
-                       mState.script.pop();
+                       mState.script.push("Think");
+                       table.pushField("Think");
+                       mState.script.registry().setField();
                }
+               mState.script.pop();
        }
 }
 
 
 GameLayer::GameLayer() :
-       mHud(Hud::alloc(mState)),
        mMusic("NightFusionIntro"),
        mPunchSound("Thump")
 {
        mMusic.setLooping(true);
        mMusic.enqueue("NightFusionLoop");
 
-       bool isMute = false;
-       Mf::Settings::getInstance().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, 5.0, Mf::Interpolator::OSCILLATE);
-
-       setProjection();
+       mState.interp.init(0.0, 1.0);
+       mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
 }
 
 
-void GameLayer::pushedOntoEngine()
+void GameLayer::didAddToView()
 {
-       Mf::engine.push(mHud);
+       bool isMute = false;
+       settings().get("nomusic", isMute);
+       if (!isMute) mMusic.play();
+
+       loadSceneLoader();
+       advanceScene(settings());               // load the first scene
+
+       mHud = Hud::alloc(mState);
+       addChild(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);
+       setProjection();
 }
 
 
 void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
 {
+       if (!mState.scene) return;
        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));
+       Mf::Vector3 cam= -Mf::promote(mState.heroine->getState().position, 8);
+       mState.camera.setPosition(cam);
 
        mRay.point = mState.heroine->getState().position;
+
+       Mf::View::update(t, dt);
 }
 
 void GameLayer::thinkTimer()
 {
-       mState.script.getRegistryTable().pushField("Think");
+       mState.script.registry().pushField("Think");
        if (mState.script[-1].isFunction()) mState.script.call();
        else                                mState.script.pop();
 }
@@ -171,18 +154,22 @@ 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);
        if (bam)
        {
-               meh.normal.normalize();
-               hits.push_back(meh);
+               //meh.normal.normalize();
+               //hits.push_back(meh);
+               mRay.solve(point, meh.distance);
+               Mf::logInfo << "line: d = " << meh.distance << std::endl;
+               Mf::logInfo << "      P = " << point << std::endl;
+               Mf::logInfo << "      n = " << meh.normal << std::endl;
        }
 
-       bam = mSphere.intersectRay(mRay, meh);
+       bam = mCircle.intersectRay(mRay, meh);
        if (bam)
        {
                meh.normal.normalize();
@@ -193,15 +180,16 @@ 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;
        }
 }
 
 
 void GameLayer::draw(Mf::Scalar alpha) const
 {
+       if (!mState.scene) return;
        mState.camera.uploadToGL(alpha);
 
        // DRAW THE SCENE
@@ -211,16 +199,19 @@ 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();
+
+       Mf::View::draw(alpha);
 }
 
 bool GameLayer::handleEvent(const Mf::Event& event)
 {
+       if (Mf::View::handleEvent(event)) return true;
+
        switch (event.type)
        {
                case SDL_KEYDOWN:
@@ -251,7 +242,7 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                        else if (event.key.keysym.sym == SDLK_r)
                        {
                                loadSceneLoader();
-                               advanceScene();
+                               advanceScene(settings());
                                return true;
                        }
                        return mState.heroine->handleEvent(event);
@@ -259,12 +250,12 @@ bool GameLayer::handleEvent(const Mf::Event& event)
                case SDL_KEYUP:
                        if (event.key.keysym.sym == SDLK_ESCAPE)
                        {
-                               Mf::engine.pop(this);
+                               parent().removeChild(this);
                                return true;
                        }
                        else if (event.key.keysym.sym == SDLK_h)
                        {
-                               Mf::engine.push(mHud);
+                               addChild(mHud);
                                return true;
                        }
                        return mState.heroine->handleEvent(event);
@@ -285,15 +276,13 @@ bool GameLayer::handleEvent(const Mf::Event& event)
 
 void GameLayer::setProjection()
 {
-       Mf::VideoP video = Mf::engine.getVideo();
-       setProjection(video->getWidth(), video->getHeight());
+       setProjection(video().getWidth(), video().getHeight());
 }
 
 void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
 {
-       mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0);
+       mState.camera.setProjection(cml::rad(45.0),
+                                                               width / height,
+                                                               SCALAR(1.0), SCALAR(200.0));
 }
 
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-
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