X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=5e95b7615393c57709b1cf3bb4d6b578f4d0ef80;hp=8299d638211f57db283bd2e74ae7413af070fff1;hb=c143f7e806766a73cd69dc6e084e977641019ce6;hpb=1da520638918096276158ecdfaeebc14a3d70be7 diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 8299d63..5e95b76 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -27,8 +27,8 @@ void GameLayer::loadSceneLoader() state_.script.import_standard_libraries(); moof::log::import(state_.script); - std::string path("loader"); - if (!moof::resource::find(path)) + std::string path = moof::resource::find_file("scenes/loader.lua"); + if (path.empty()) { throw std::runtime_error("cannot find scene loader script"); } @@ -80,9 +80,9 @@ void GameLayer::advanceScene(moof::settings& settings) GameLayer::GameLayer() { moof::log_info("about to load sound resource..."); - music_.sample("NightFusionIntro.ogg"); + music_.sample("sounds/NightFusionIntro.ogg"); music_.loop(true); - music_.enqueue("NightFusionLoop.ogg"); + music_.enqueue("sounds/NightFusionLoop.ogg"); music_.position(moof::vector3(10.0, 5.0, 0.0)); mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this), @@ -92,6 +92,8 @@ GameLayer::GameLayer() state_.heroine->animation.startSequence("FlyDiagonallyUp"); state_.interp.init(0.0, 1.0, 4.0, moof::lerp_scalar::oscillate); + + sceneMesh = moof::resource::load("classic.ac"); } @@ -99,7 +101,7 @@ void GameLayer::did_add_to_view() { bool isMute = false; settings().get("nomusic", isMute); - if (!isMute) music_.stream(); + music_.stream(); loadSceneLoader(); advanceScene(settings()); // load the first scene @@ -186,13 +188,18 @@ void GameLayer::draw(moof::scalar alpha) const if (!state_.scene) return; state_.camera.upload_to_gl(alpha); + float pos[] = {state_.heroine->state().position[0], + state_.heroine->state().position[1], 0.0f}; + glLightfv(GL_LIGHT0, GL_POSITION, pos); + // DRAW THE SCENE - moof::texture::reset_binding(); + moof::image::reset_binding(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - state_.scene->draw_if_visible(alpha, state_.camera.frustum()); + //state_.scene->draw_if_visible(alpha, state_.camera.frustum()); + sceneMesh->draw(alpha); state_.heroine->draw(alpha); mRay.draw();