]> Dogcows Code - chaz/yoink/blobdiff - src/GameLayer.cc
sockets documentation and cleanup
[chaz/yoink] / src / GameLayer.cc
index a80946f6f5ff68fd393ad165734871eaa7ba8cf7..d68522ee1a8ef826c3730927342a19597135d536 100644 (file)
@@ -1,35 +1,19 @@
 
-/*******************************************************************************
-
- 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>
 #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 path("loader");
+       if (!Scene::getPath(path))
+       {
+               throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
+       }
+
+       Mf::Script::Result status = mState.script.doFile(path);
+       if (status != Mf::Script::SUCCESS)
+       {
+               std::string str;
+               mState.script[-1].get(str);
+
+               throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
+       }
+
+       mState.script.globals().pushField("scenes");
+       mState.script.top().get(mState.sceneList);
+       if (mState.sceneList.size() == 0)
+       {
+               throw Mf::Error(Mf::Error::SCRIPT_ERROR,
+                               "no variable `scenes' within loader");
+       }
+}
+
+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(settings,
+                                                                                                          mState.script);
+               if (status != Mf::Script::SUCCESS)
+               {
+                       std::string str;
+                       mState.script[-1].get(str);
+
+                       throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
+               }
+
+               Mf::Script::Slot table = mState.script.globals().pushField("Event");
+               if (table.isTable())
+               {
+                       mState.script.push("Think");
+                       table.pushField("Think");
+                       mState.script.registry().setField();
+               }
+               mState.script.pop();
+       }
+}
+
+
 GameLayer::GameLayer() :
-       mMusic("BeatTheCube"),
+       mMusic("NightFusionIntro"),
        mPunchSound("Thump")
 {
        mMusic.setLooping(true);
        mMusic.enqueue("NightFusionLoop");
-       mMusic.stream();
-
-       mHeroine = Heroine::alloc();
-       mHeroine->animation.startSequence("FlyDiagonallyUp");
 
-       Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
-       mInterp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
+       //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
 
-       mScene = Scene::alloc("Classic");
+       mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this),
+                       0.1, Mf::Timer::REPEAT);
 
-       setProjection();
+       mState.heroine = Heroine::alloc();
+       mState.heroine->animation.startSequence("FlyDiagonallyUp");
 
-       mHud = Hud::alloc();
+       mState.interp.init(0.0, 1.0);
+       mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
 }
 
 
-void GameLayer::pushed(Mf::Engine& engine)
+void GameLayer::didAddToView()
 {
-       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);
+
+       mCircle.point.set(22, 5);
+       mCircle.radius = 2;
+
+       mRayTimer.init(boost::bind(&GameLayer::rayTimer, this),
+                                  1.0, Mf::Timer::REPEAT);
+
+       setProjection();
 }
 
 
 void GameLayer::update(Mf::Scalar t, Mf::Scalar dt)
 {
-       mCamera.update(t, dt);
-       mHeroine->update(t, dt);
+       if (!mState.scene) return;
+       mState.camera.update(t, dt);
+       mState.heroine->update(t, dt);
+
+       mState.scene->checkForCollision(*mState.heroine);
+
+       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.registry().pushField("Think");
+       if (mState.script[-1].isFunction()) mState.script.call();
+       else                                mState.script.pop();
+}
+
+
+void GameLayer::rayTimer()
+{
+       Mf::Ray2::Contact meh;
+       std::list<Mf::Ray2::Contact> hits;
+       Mf::Vector2 point;
 
-       mScene->checkForCollision(*mHeroine);
+       bool bam = mLine.intersectRay(mRay, meh);
+       if (bam)
+       {
+               //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;
+       }
 
-       mCamera.setPosition(Mf::Vector3(-mHeroine->getState().position[0],
-                               -mHeroine->getState().position[1], -256));
-       //mCamera.lookAt(Mf::promote(mHeroine->getState().position));
+       bam = mCircle.intersectRay(mRay, meh);
+       if (bam)
+       {
+               meh.normal.normalize();
+               hits.push_back(meh);
+       }
 
-       //Mf::Vector3 heroinePosition = Mf::promote(mHeroine->getState().position);
-       //Mf::Sound::setListenerPosition(heroinePosition);
-       
-       mInterp.update(t, dt);
-       mHud->setBar1Progress(mInterp.getState(dt));
-       mHud->setBar2Progress(1.0 - mInterp.getState(dt));
+       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
 {
-       mCamera.uploadToGL(alpha);
+       if (!mState.scene) return;
+       mState.camera.uploadToGL(alpha);
 
        // DRAW THE SCENE
        Mf::Texture::resetBind();
@@ -97,44 +198,75 @@ void GameLayer::draw(Mf::Scalar alpha) const
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
-       mScene->drawIfVisible(alpha, mCamera.getFrustum());
+       mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
+       mState.heroine->draw(alpha);
+
+       mRay.draw();
+       mLine.draw();
+       mCircle.draw();
 
-       mHeroine->draw(alpha);
+       Mf::View::draw(alpha);
 }
 
 bool GameLayer::handleEvent(const Mf::Event& event)
 {
+       if (Mf::View::handleEvent(event)) return true;
+
        switch (event.type)
        {
                case SDL_KEYDOWN:
                        if (event.key.keysym.sym == SDLK_SPACE)
                        {
-                               mHeroine->animation.startSequence("Flattened");
+                               mState.heroine->animation.startSequence("Flattened");
                                Mf::logInfo("thump!");
                                mPunchSound.play();
                                return true;
                        }
-                       else if (event.key.keysym.sym == SDLK_p)
+                       else if (event.key.keysym.sym == SDLK_m)
                        {
                                mMusic.toggle();
                                return true;
                        }
-                       else if (event.key.keysym.sym == SDLK_y)
+                       else if (event.key.keysym.sym == SDLK_PAGEUP)
+                       {
+                               mRay.direction = cml::rotate_vector_2D(mRay.direction,
+                                               cml::rad(10.0));
+                               return true;
+                       }
+                       else if (event.key.keysym.sym == SDLK_PAGEDOWN)
                        {
-                               Mf::Engine::getInstance().pop();
+                               mRay.direction = cml::rotate_vector_2D(mRay.direction,
+                                               cml::rad(-10.0));
                                return true;
                        }
+                       else if (event.key.keysym.sym == SDLK_r)
+                       {
+                               loadSceneLoader();
+                               advanceScene(settings());
+                               return true;
+                       }
+                       return mState.heroine->handleEvent(event);
 
                case SDL_KEYUP:
-                       return mHeroine->handleEvent(event);
+                       if (event.key.keysym.sym == SDLK_ESCAPE)
+                       {
+                               parent().removeChild(this);
+                               return true;
+                       }
+                       else if (event.key.keysym.sym == SDLK_h)
+                       {
+                               addChild(mHud);
+                               return true;
+                       }
+                       return mState.heroine->handleEvent(event);
 
                case SDL_MOUSEMOTION:
                case SDL_MOUSEBUTTONDOWN:
-                       mCamera.handleEvent(event);
+                       mState.camera.handleEvent(event);
                        return true;
 
                case SDL_VIDEORESIZE:
-                       setProjection(Mf::Scalar(event.resize.w), Mf::Scalar(event.resize.h));
+                       setProjection(event.resize.w, event.resize.h);
                        break;
        }
 
@@ -144,15 +276,13 @@ bool GameLayer::handleEvent(const Mf::Event& event)
 
 void GameLayer::setProjection()
 {
-       Mf::Video& video = Mf::Engine::getInstance().getVideo();
-       setProjection(video.getWidth(), video.getHeight());
+       setProjection(video().getWidth(), video().getHeight());
 }
 
 void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
 {
-       mCamera.setProjection(cml::rad(60.0), width / height, 32.0, 2500.0);
+       mState.camera.setProjection(cml::rad(45.0),
+                                                               width / height,
+                                                               SCALAR(1.0), SCALAR(200.0));
 }
 
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-
This page took 0.023969 seconds and 4 git commands to generate.