-/*******************************************************************************
-
- 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
-GameLayer::GameLayer() :
- music("NightFusionIntro"),
- punchSound("Thump")
+void GameLayer::loadSceneLoader()
{
- music.setLooping(true);
- music.enqueue("NightFusionLoop");
- music.stream();
+ mState.script.importStandardLibraries();
+ importLogFunctions(mState.script);
- heroine = Character::alloc("RobotTrooper");
- heroine->getAnimation().startSequence("Run");
+ std::string path("loader");
+ if (!Scene::getPath(path))
+ {
+ throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader");
+ }
- Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0};
- interp.init(a, 2.0, Mf::Interpolator::OSCILLATE);
+ Mf::Script::Result status = mState.script.doFile(path);
+ if (status != Mf::Script::SUCCESS)
+ {
+ std::string str;
+ mState.script[-1].get(str);
- Mf::Scalar b[2] = {1.0, 0.0};
- fadeIn.init(b, 1.0);
+ throw Mf::Error(Mf::Error::SCRIPT_ERROR, str);
+ }
- octree = Mf::loadScene("Classic");
- heroine->treeNode = octree->insert(heroine);
+ 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");
+ }
+}
- camera.setProjection(cml::rad(60.0), 1.33333, 32.0, 2500.0);
- camera.uploadProjectionToGL();
+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();
+ }
}
-void GameLayer::pushed(Mf::Engine& engine)
+GameLayer::GameLayer() :
+ mMusic("NightFusionIntro"),
+ mPunchSound("Thump")
{
- hud = Hud::alloc();
- engine.pushLayer(hud);
+ mMusic.setLooping(true);
+ mMusic.enqueue("NightFusionLoop");
+
+ //mMusic.setPosition(Mf::Vector3(10.0, 5.0, 0.0));
+
+ mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this),
+ 0.1, Mf::Timer::REPEAT);
+
+ mState.heroine = Heroine::alloc();
+ mState.heroine->animation.startSequence("FlyDiagonallyUp");
+
+ mState.interp.init(0.0, 1.0);
+ mState.interp.reset(4.0, Mf::Interp::OSCILLATE);
+}
+
+
+void GameLayer::didAddToView()
+{
+ 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)
{
- //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));
+ 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;
+
+ 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;
+ }
+
+ bam = mCircle.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());
+ if (!mState.scene) return;
+ mState.camera.uploadToGL(alpha);
// DRAW THE SCENE
Mf::Texture::resetBind();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- octree->drawIfVisible(alpha, camera.getFrustum());
+ mState.scene->drawIfVisible(alpha, mState.camera.getFrustum());
+ mState.heroine->draw(alpha);
- //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();
+ mRay.draw();
+ mLine.draw();
+ mCircle.draw();
- //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();
-
- glDisable(GL_BLEND);
-
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ 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)
{
- 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_p)
+ else if (event.key.keysym.sym == SDLK_m)
{
- music.toggle();
+ mMusic.toggle();
return true;
}
- else if (event.key.keysym.sym == SDLK_y)
+ else if (event.key.keysym.sym == SDLK_PAGEUP)
{
- 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_PAGEDOWN)
+ {
+ 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:
- heroine->handleEvent(event);
- break;
+ 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:
- 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;
}
}
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
+void GameLayer::setProjection()
+{
+ setProjection(video().getWidth(), video().getHeight());
+}
+
+void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height)
+{
+ mState.camera.setProjection(cml::rad(45.0),
+ width / height,
+ SCALAR(1.0), SCALAR(200.0));
+}