X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=d68522ee1a8ef826c3730927342a19597135d536;hp=41000f395d645b8f13b4031e4f7db9e7a88bfcb6;hb=c78934a448d0126709fccec3d5a636b3baa87da4;hpb=2d77fb5fb3480f522658f30af6addd5146530517 diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 41000f3..d68522e 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -1,98 +1,82 @@ -/******************************************************************************* - - 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 +#include #include #include "GameLayer.hh" -#include "Hud.hh" #if HAVE_CONFIG_H #include "config.h" #endif - -Mf::Scalar GameLayer::getZCoord(const Mf::Vector2& position) const -{ - Mf::Scalar z; - - mState.script.getGlobalTable().pushField("GetZCoord"); - mState.script.push(position[0]); - mState.script.push(position[1]); - mState.script.call(2, 1); - mState.script.getTop().get(z); - mState.script.pop(); - - return z; -} - void GameLayer::loadSceneLoader() { mState.script.importStandardLibraries(); - importLogPrintFunction(mState.script); + 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::Status 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); - Mf::logScript("%s", str.c_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); + mState.script.globals().pushField("scenes"); + mState.script.top().get(mState.sceneList); if (mState.sceneList.size() == 0) { - Mf::logScript("no variable `scenes' within loader"); - throw Mf::Exception(Mf::ErrorCode::SCRIPT_ERROR, "no scenes to load"); + 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()); - 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::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(); } } @@ -103,82 +87,109 @@ GameLayer::GameLayer() : { mMusic.setLooping(true); mMusic.enqueue("NightFusionLoop"); - mMusic.stream(); - loadSceneLoader(); - advanceScene(); // load the first scene + //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"); - Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0}; - mState.interp.init(a, 2.0, Mf::Interpolator::OSCILLATE); - - 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); - mPlane.normal.set(-1.0, 0.0, 0.0); - mPlane.d = 0.0; + mCircle.point.set(22, 5); + mCircle.radius = 2; - mSphere.point.set(22, 5); - mSphere.radius = 2; + 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], -9)); - //mState.camera.lookAt(Mf::promote(mState.heroine->getState().position)); + Mf::Vector3 cam= -Mf::promote(mState.heroine->getState().position, 8); + mState.camera.setPosition(cam); - //Mf::Vector3 heroinePosition = Mf::promote(mState.heroine->getState().position); - //Mf::Sound::setListenerPosition(heroinePosition); - mRay.point = mState.heroine->getState().position; - Mf::Ray<2>::Intersection meh; + Mf::View::update(t, dt); +} - Mf::Scalar d = mLine.intersectRay(mRay, meh); - if (d > 0.0) +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 hits; + Mf::Vector2 point; + + bool bam = mLine.intersectRay(mRay, meh); + if (bam) { - Mf::logDebug("line: d = %f", d); - Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]); - Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]); + //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; } - //d = mPlane.intersectRay(mRay, meh); - //if (d > 0.0) - //{ - //Mf::logDebug("plane: d = %f", d); - //Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]); - //Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]); - //} - d = mSphere.intersectRay(mRay, meh); - if (d > 0.0) + + bam = mCircle.intersectRay(mRay, meh); + if (bam) + { + meh.normal.normalize(); + hits.push_back(meh); + } + + if (mState.scene->castRay(mRay, hits)) { - Mf::logDebug("sphere: d = %f", d); - Mf::logDebug(" P = <%f,%f>", meh.point[0], meh.point[1]); - Mf::logDebug(" n = <%f,%f>", meh.normal[0], meh.normal[1]); + 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::Engine& engine, Mf::Scalar alpha) const +void GameLayer::draw(Mf::Scalar alpha) const { + if (!mState.scene) return; mState.camera.uploadToGL(alpha); // DRAW THE SCENE @@ -188,17 +199,19 @@ void GameLayer::draw(Mf::Engine& engine, Mf::Scalar alpha) const glEnableClientState(GL_TEXTURE_COORD_ARRAY); mState.scene->drawIfVisible(alpha, mState.camera.getFrustum()); - - mState.heroine->setZCoord(getZCoord(mState.heroine->getState().position)); 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: @@ -216,12 +229,20 @@ bool GameLayer::handleEvent(Mf::Engine& engine, const Mf::Event& event) } else if (event.key.keysym.sym == SDLK_PAGEUP) { - mRay.direction = cml::rotate_vector_2D(mRay.direction, cml::rad(10.0)); + 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)); + 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); @@ -229,12 +250,12 @@ 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); @@ -255,15 +276,13 @@ 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: *************************************************/ -