X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=8f2f4ec006d953ae70bfe5083b38385d0eb4abc5;hp=3a0ea09eba80e44fb81dda883975bf5bd1c66f43;hb=90b2c7fb10b244b781b84965a0d36f1f323ee94d;hpb=837bae9f2bf7b25e1d3d2625eeaf39c1d2f48827 diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 3a0ea09..8f2f4ec 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -9,7 +9,6 @@ * **************************************************************************/ -#include #include #include #include @@ -29,13 +28,13 @@ 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::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; @@ -53,14 +52,15 @@ void GameLayer::loadSceneLoader() } } -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; @@ -85,22 +85,14 @@ void GameLayer::advanceScene() GameLayer::GameLayer() : - mHud(Hud::alloc(mState)), mMusic("NightFusionIntro"), mPunchSound("Thump") { mMusic.setLooping(true); mMusic.enqueue("NightFusionLoop"); - bool isMute = false; - Mf::settings.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); @@ -109,40 +101,50 @@ GameLayer::GameLayer() : mState.interp.init(0.0, 1.0); mState.interp.reset(4.0, Mf::Interp::OSCILLATE); - - setProjection(); } -void GameLayer::pushedOntoEngine() +void GameLayer::didAddToView() { - Mf::core.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); - 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); + + setProjection(); } 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); - Mf::Vector3 camPosition(-mState.heroine->getState().position[0], - -mState.heroine->getState().position[1], -8); - mState.camera.setPosition(camPosition); + 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() @@ -155,18 +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(); @@ -177,15 +183,16 @@ 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; } } void GameLayer::draw(Mf::Scalar alpha) const { + if (!mState.scene) return; mState.camera.uploadToGL(alpha); // DRAW THE SCENE @@ -195,16 +202,19 @@ 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(); + + Mf::View::draw(alpha); } bool GameLayer::handleEvent(const Mf::Event& event) { + if (Mf::View::handleEvent(event)) return true; + switch (event.type) { case SDL_KEYDOWN: @@ -235,7 +245,7 @@ bool GameLayer::handleEvent(const Mf::Event& event) else if (event.key.keysym.sym == SDLK_r) { loadSceneLoader(); - advanceScene(); + advanceScene(settings()); return true; } return mState.heroine->handleEvent(event); @@ -243,12 +253,12 @@ bool GameLayer::handleEvent(const Mf::Event& event) case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { - Mf::core.pop(this); + parent().removeChild(this); return true; } else if (event.key.keysym.sym == SDLK_h) { - Mf::core.push(mHud); + addChild(mHud); return true; } return mState.heroine->handleEvent(event); @@ -269,13 +279,13 @@ bool GameLayer::handleEvent(const Mf::Event& event) void GameLayer::setProjection() { - ASSERT(Mf::video && - "no current video context from which to get dimensions"); - setProjection(Mf::video->getWidth(), Mf::video->getHeight()); + setProjection(video().getWidth(), video().getHeight()); } void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height) { - mState.camera.setProjection(cml::rad(45.0), width / height, 1.0, 200.0); + mState.camera.setProjection(cml::rad(45.0), + width / height, + SCALAR(1.0), SCALAR(200.0)); }