X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=331d04fbc9db98f81d02ba12a3c07c9fea618fed;hp=6db27b16bb8b34011f9a6829c3ea81eca711d81f;hb=76b3f4be992514a740ac03cdbdd57844142a0b4c;hpb=4f9eb9259092994de9690cf12f11437c35a6791e diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 6db27b1..331d04f 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -1,30 +1,13 @@ -/******************************************************************************* - - 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. - -*******************************************************************************/ +/*] 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 #include @@ -131,7 +114,7 @@ GameLayer::GameLayer() : } -void GameLayer::pushedOntoEngine() +void GameLayer::addedToCore() { Mf::core.push(mHud); @@ -140,10 +123,11 @@ void GameLayer::pushedOntoEngine() 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); } @@ -154,9 +138,9 @@ void GameLayer::update(Mf::Scalar t, Mf::Scalar 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 camPosition(-mState.heroine->getState().position[0], + -mState.heroine->getState().position[1], -8); + mState.camera.setPosition(camPosition); mRay.point = mState.heroine->getState().position; } @@ -171,8 +155,8 @@ void GameLayer::thinkTimer() void GameLayer::rayTimer() { - Mf::Ray<2>::Intersection meh; - std::list::Intersection> hits; + Mf::Ray2::Contact meh; + std::list hits; Mf::Vector2 point; bool bam = mLine.intersectRay(mRay, meh); @@ -182,7 +166,7 @@ void GameLayer::rayTimer() hits.push_back(meh); } - bam = mSphere.intersectRay(mRay, meh); + bam = mCircle.intersectRay(mRay, meh); if (bam) { meh.normal.normalize(); @@ -193,9 +177,9 @@ 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; } } @@ -211,12 +195,11 @@ 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(); } bool GameLayer::handleEvent(const Mf::Event& event) @@ -285,7 +268,8 @@ bool GameLayer::handleEvent(const Mf::Event& event) void GameLayer::setProjection() { - ASSERT(Mf::video && "no current video context from which to get dimensions"); + ASSERT(Mf::video && + "no current video context from which to get dimensions"); setProjection(Mf::video->getWidth(), Mf::video->getHeight()); } @@ -294,6 +278,3 @@ void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height) mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0); } - -/** vim: set ts=4 sw=4 tw=80: *************************************************/ -