X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=8f2f4ec006d953ae70bfe5083b38385d0eb4abc5;hp=0ed249c8af964ffffd1bd009c21592350459280e;hb=90b2c7fb10b244b781b84965a0d36f1f323ee94d;hpb=b357615aba1dbde81e3c6999366604e6001010a7 diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 0ed249c..8f2f4ec 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -1,33 +1,15 @@ -/******************************************************************************* - - 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 -#include +/*] 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 #include #include @@ -35,7 +17,6 @@ #include #include "GameLayer.hh" -#include "Hud.hh" #if HAVE_CONFIG_H #include "config.h" @@ -47,44 +28,45 @@ 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::Exception(Mf::ErrorCode::RESOURCE_NOT_FOUND, "loader"); + 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; mState.script[-1].get(str); - throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str); + throw Mf::Error(Mf::Error::SCRIPT_ERROR, str); } mState.script.getGlobalTable().pushField("scenes"); mState.script.getTop().get(mState.sceneList); if (mState.sceneList.size() == 0) { - throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, + throw Mf::Error(Mf::Error::SCRIPT_ERROR, "no variable `scenes' within loader"); } } -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; mState.script[-1].get(str); - throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, str); + throw Mf::Error(Mf::Error::SCRIPT_ERROR, str); } mState.script.getGlobalTable().pushField("Event"); @@ -109,56 +91,60 @@ GameLayer::GameLayer() : 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("GreenDiamond"); - - 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); + mState.heroine->animation.startSequence("FlyDiagonallyUp"); - setProjection(); + 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(Hud::alloc(mState)); + 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::Engine& engine, Mf::Scalar t, Mf::Scalar dt) +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], -6)); - //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() @@ -171,18 +157,22 @@ 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); 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(); @@ -200,8 +190,9 @@ void GameLayer::rayTimer() } -void GameLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const +void GameLayer::draw(Mf::Scalar alpha) const { + if (!mState.scene) return; mState.camera.uploadToGL(alpha); // DRAW THE SCENE @@ -211,16 +202,19 @@ void GameLayer::draw(Mf::Engine& engine, 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(Mf::Engine& engine, const Mf::Event& event) +bool GameLayer::handleEvent(const Mf::Event& event) { + if (Mf::View::handleEvent(event)) return true; + switch (event.type) { case SDL_KEYDOWN: @@ -251,7 +245,7 @@ bool GameLayer::handleEvent(Mf::Engine& engine, 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 +253,12 @@ bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event) case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { - engine.pop(this); + parent().removeChild(this); return true; } else if (event.key.keysym.sym == SDLK_h) { - engine.push(Hud::alloc(mState)); + addChild(mHud); return true; } return mState.heroine->handleEvent(event); @@ -285,15 +279,13 @@ bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event) void GameLayer::setProjection() { - Mf::VideoP video = Mf::Engine::getInstance().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(60.0), 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: *************************************************/ -