X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=d68522ee1a8ef826c3730927342a19597135d536;hp=dfdadaa5f2c19fbe809193f9eebcc971569adfd6;hb=c78934a448d0126709fccec3d5a636b3baa87da4;hpb=892da43bf5796e7c5f593a6d0f53bd797a36bd3e diff --git a/src/GameLayer.cc b/src/GameLayer.cc index dfdadaa..d68522e 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -1,35 +1,20 @@ -/******************************************************************************* - - 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 +/*] 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" @@ -38,68 +23,174 @@ #endif -GameLayer::GameLayer() : - music("NightFusionIntro"), - punchSound("Thump") +void GameLayer::loadSceneLoader() { - music.setLooping(true); - music.enqueue("NightFusionLoop"); - music.stream(); + mState.script.importStandardLibraries(); + importLogFunctions(mState.script); - heroine = Character::alloc("RobotTrooper"); - heroine->getAnimation().startSequence("Run"); + std::string path("loader"); + if (!Scene::getPath(path)) + { + throw Mf::Error(Mf::Error::RESOURCE_NOT_FOUND, "loader"); + } - Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0}; - interp.init(a, 2.0, Mf::Interpolator::OSCILLATE); + Mf::Script::Result status = mState.script.doFile(path); + if (status != Mf::Script::SUCCESS) + { + std::string str; + mState.script[-1].get(str); - Mf::Scalar b[2] = {1.0, 0.0}; - fadeIn.init(b, 1.0); + throw Mf::Error(Mf::Error::SCRIPT_ERROR, str); + } - octree = Mf::loadScene("Classic"); - heroine->treeNode = octree->insert(heroine); + mState.script.globals().pushField("scenes"); + mState.script.top().get(mState.sceneList); + if (mState.sceneList.size() == 0) + { + throw Mf::Error(Mf::Error::SCRIPT_ERROR, + "no variable `scenes' within loader"); + } +} - camera.setProjection(cml::rad(60.0), 1.33333, 32.0, 2500.0); - camera.uploadProjectionToGL(); +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(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(); + } } -void GameLayer::pushed(Mf::Engine& engine) +GameLayer::GameLayer() : + mMusic("NightFusionIntro"), + mPunchSound("Thump") { - hud = Hud::alloc(); - engine.pushLayer(hud); + mMusic.setLooping(true); + mMusic.enqueue("NightFusionLoop"); + + //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"); + + mState.interp.init(0.0, 1.0); + mState.interp.reset(4.0, Mf::Interp::OSCILLATE); +} + + +void GameLayer::didAddToView() +{ + 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); + + 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) { - //dt *= 0.7; - - fadeIn.update(dt); - camera.update(t, dt); - heroine->update(t, dt); - - // reinsert heroine - heroine->treeNode = octree->reinsert(heroine, heroine->treeNode); - octree->print(heroine->treeNode); - - //camera.lookAt(heroine->getSphere().point); - camera.setPosition(Mf::Vector3(-heroine->current.position[0], - -heroine->current.position[1], -256)); - - Mf::Vector3 heroinePosition; - Mf::promoteVector(heroinePosition, heroine->current.position); - Mf::Sound::setListenerPosition(heroinePosition); - - interp.update(dt); - hud->setBar1Progress(interp.getState(dt)); - hud->setBar2Progress(1.0 - interp.getState(dt)); + if (!mState.scene) return; + mState.camera.update(t, dt); + mState.heroine->update(t, dt); + + mState.scene->checkForCollision(*mState.heroine); + + 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() +{ + 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) + { + //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 = mCircle.intersectRay(mRay, meh); + if (bam) + { + meh.normal.normalize(); + hits.push_back(meh); + } + + if (mState.scene->castRay(mRay, hits)) + { + 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::Scalar alpha) const { - glMatrixMode(GL_MODELVIEW); - glLoadMatrix(camera.getModelviewMatrix().data()); + if (!mState.scene) return; + mState.camera.uploadToGL(alpha); // DRAW THE SCENE Mf::Texture::resetBind(); @@ -107,75 +198,75 @@ void GameLayer::draw(Mf::Scalar alpha) const glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - octree->drawIfVisible(alpha, camera.getFrustum()); + mState.scene->drawIfVisible(alpha, mState.camera.getFrustum()); + mState.heroine->draw(alpha); - //heroine->draw(alpha); - heroine->getAabb().draw(); - - // DRAW FADE - glEnable(GL_BLEND); - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - glColor4f(0.0f, 0.0f, 0.0f, fadeIn.getState(alpha)); - Mf::Texture::resetBind(); + mRay.draw(); + mLine.draw(); + mCircle.draw(); - //glRectf(-1.0f, -1.0f, 1.0f, 1.0f); - glBegin(GL_QUADS); - glVertex3f(-1.0, -1.0, -0.1); - glVertex3f(1.0, -1.0, -0.1); - glVertex3f(1.0, 1.0, -0.1); - glVertex3f(-1.0, 1.0, -0.1); - glEnd(); - - glDisable(GL_BLEND); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + Mf::View::draw(alpha); } bool GameLayer::handleEvent(const Mf::Event& event) { + if (Mf::View::handleEvent(event)) return true; + switch (event.type) { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_SPACE) { - heroine->getAnimation().startSequence("Punch"); + mState.heroine->animation.startSequence("Flattened"); Mf::logInfo("thump!"); - punchSound.play(); + mPunchSound.play(); return true; } - else if (event.key.keysym.sym == SDLK_p) + else if (event.key.keysym.sym == SDLK_m) { - music.toggle(); + mMusic.toggle(); return true; } - else if (event.key.keysym.sym == SDLK_y) + else if (event.key.keysym.sym == SDLK_PAGEUP) { - Mf::Engine::getInstance().popLayer(); + 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)); + return true; + } + else if (event.key.keysym.sym == SDLK_r) + { + loadSceneLoader(); + advanceScene(settings()); + return true; + } + return mState.heroine->handleEvent(event); case SDL_KEYUP: - heroine->handleEvent(event); - break; + if (event.key.keysym.sym == SDLK_ESCAPE) + { + parent().removeChild(this); + return true; + } + else if (event.key.keysym.sym == SDLK_h) + { + addChild(mHud); + return true; + } + return mState.heroine->handleEvent(event); case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: - camera.handleEvent(event); + mState.camera.handleEvent(event); return true; case SDL_VIDEORESIZE: - glViewport(0, 0, event.resize.w, event.resize.h); - camera.setProjection(cml::rad(60.0), - double(event.resize.w) / double(event.resize.h), 32.0, 2500.0); - camera.uploadProjectionToGL(); + setProjection(event.resize.w, event.resize.h); break; } @@ -183,5 +274,15 @@ bool GameLayer::handleEvent(const Mf::Event& event) } -/** vim: set ts=4 sw=4 tw=80: *************************************************/ +void GameLayer::setProjection() +{ + setProjection(video().getWidth(), video().getHeight()); +} + +void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height) +{ + mState.camera.setProjection(cml::rad(45.0), + width / height, + SCALAR(1.0), SCALAR(200.0)); +}