X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FGameLayer.cc;h=d696f5ebdf851a0276f625f5c886eddb3dfd7594;hp=33710696107bd5f0f8b4c91ef0867384e34c5b6e;hb=449366f5f32d24f2a2a6589da6e16b2bf0d61773;hpb=a4debfe4a5f5d339410788971b698ba00cb7f09c diff --git a/src/GameLayer.cc b/src/GameLayer.cc index 3371069..d696f5e 100644 --- a/src/GameLayer.cc +++ b/src/GameLayer.cc @@ -1,139 +1,271 @@ -/******************************************************************************* - - 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 -#include -#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 "../config.h" + +#include + +#include +#include +#include +#include +#include #include "GameLayer.hh" -#if HAVE_CONFIG_H -#include "config.h" -#endif +void GameLayer::loadSceneLoader() +{ + state_.script.import_standard_libraries(); + moof::log::import(state_.script); + + std::string path("loader"); + if (!moof::resource::find(path)) + { + throw std::runtime_error("cannot find scene loader script"); + } + + moof::script::status status = state_.script.do_file(path); + if (status != moof::script::success) + { + std::string str; + state_.script[-1].get(str); + throw std::runtime_error("script error: " + str); + } + + state_.script.globals().push_field("scenes"); + state_.script.top().get(state_.sceneList); + if (state_.sceneList.size() == 0) + { + throw std::runtime_error("no variable `scenes' in script loader."); + } +} -GameLayer::GameLayer() : - music("BeatTheCube"), - punchSound("Thump") +void GameLayer::advanceScene(moof::settings& settings) { - music.setLooping(true); - music.enqueue("NightFusionLoop"); - music.stream(); + if (state_.sceneList.size() != 0) + { + state_.scene = Scene::alloc(state_.sceneList[0]); + state_.sceneList.erase(state_.sceneList.begin()); + + moof::script::status status = state_.scene->load(settings, + state_.script); + if (status != moof::script::success) + { + std::string str; + state_.script[-1].get(str); + throw std::runtime_error("script error: " + str); + } + + moof::script::slot table = state_.script.globals().push_field("Event"); + if (table.is_table()) + { + state_.script.push("Think"); + table.push_field("Think"); + state_.script.registry().set_field(); + } + state_.script.pop(); + } +} - heroine = Heroine::alloc(); - heroine->getAnimation().startSequence("FlyDiagonallyUp"); - Mf::Scalar a[6] = {0.0, 1.5, -0.5, 3.0, -2.0, 1.0}; - interp.init(a, 2.0, Mf::Interpolator::OSCILLATE); +GameLayer::GameLayer() +{ + moof::log_info("about to load sound resource..."); + music_ = moof::resource::load("sounds/NightFusionIntro.ogg"); + if (music_) + { + music_->loop(true); + music_->enqueue("NightFusionLoop"); + } + else moof::log_error("music not loaded"); + + //music_->position(moof::vector3(10.0, 5.0, 0.0)); - scene = Scene::alloc("Classic"); + mThinkTimer.init(boost::bind(&GameLayer::thinkTimer, this), + 0.1, moof::timer::repeat); - setProjection(); + state_.heroine = Heroine::alloc(); + state_.heroine->animation.startSequence("FlyDiagonallyUp"); - hud = Hud::alloc(); + state_.interp.init(0.0, 1.0, 4.0, moof::lerp_scalar::oscillate); } -void GameLayer::pushed(Mf::Engine& engine) +void GameLayer::did_add_to_view() +{ + bool isMute = false; + settings().get("nomusic", isMute); + if (!isMute) music_->play(); + + loadSceneLoader(); + advanceScene(settings()); // load the first scene + + mHud = Hud::alloc(state_); + add_child(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, moof::timer::repeat); + + projection(); +} + + +void GameLayer::update(moof::scalar t, moof::scalar dt) +{ + if (!state_.scene) return; + state_.camera.update(t, dt); + state_.heroine->update(t, dt); + + state_.scene->checkForCollision(*state_.heroine); + + moof::vector3 cam= -moof::promote(state_.heroine->state().position, 8); + state_.camera.position(cam); + + mRay.point = state_.heroine->state().position; + + moof::view::update(t, dt); +} + +void GameLayer::thinkTimer() { - engine.push(hud); + state_.script.registry().push_field("Think"); + if (state_.script[-1].is_function()) state_.script.call(); + else state_.script.pop(); } -void GameLayer::update(Mf::Scalar t, Mf::Scalar dt) +void GameLayer::rayTimer() { - camera.update(t, dt); - heroine->update(t, dt); - - //camera.lookAt(heroine->getSphere().point); - camera.setPosition(Mf::Vector3(-heroine->current.position[0], - -heroine->current.position[1], -256)); - - //Mf::Vector3 heroinePosition = Mf::promote(heroine->current.position); - //Mf::Sound::setListenerPosition(heroinePosition); - - interp.update(t, dt); - hud->setBar1Progress(interp.getState(dt)); - hud->setBar2Progress(1.0 - interp.getState(dt)); + moof::ray2::contact meh; + std::list hits; + moof::vector2 point; + + bool bam = mLine.intersect_ray(mRay, meh); + if (bam) + { + //meh.normal.normalize(); + //hits.push_back(meh); + mRay.solve(point, meh.distance); + moof::log_info << "line: d = " << meh.distance << std::endl; + moof::log_info << " P = " << point << std::endl; + moof::log_info << " n = " << meh.normal << std::endl; + } + + bam = mCircle.intersect_ray(mRay, meh); + if (bam) + { + meh.normal.normalize(); + hits.push_back(meh); + } + + if (state_.scene->castRay(mRay, hits)) + { + hits.front().normal.normalize(); + mRay.solve(point, hits.front().distance); + moof::log_info << "scene: d = " << hits.front().distance << std::endl; + moof::log_info << " P = " << point << std::endl; + moof::log_info << " n = " << hits.front().normal << std::endl; + } } -void GameLayer::draw(Mf::Scalar alpha) const +void GameLayer::draw(moof::scalar alpha) const { - camera.uploadToGL(); + if (!state_.scene) return; + state_.camera.upload_to_gl(alpha); // DRAW THE SCENE - Mf::Texture::resetBind(); + moof::texture::reset_binding(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - scene->drawIfVisible(alpha, camera.getFrustum()); + state_.scene->draw_if_visible(alpha, state_.camera.frustum()); + state_.heroine->draw(alpha); - heroine->draw(alpha); + mRay.draw(); + mLine.draw(); + mCircle.draw(); + + moof::view::draw(alpha); } -bool GameLayer::handleEvent(const Mf::Event& event) +bool GameLayer::handle_event(const moof::event& event) { + if (moof::view::handle_event(event)) return true; + switch (event.type) { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_SPACE) { - heroine->getAnimation().startSequence("Flattened"); - Mf::logInfo("thump!"); - punchSound.play(); + state_.heroine->animation.startSequence("Flattened"); + moof::log_info("thump!"); + //mPunchSound.play(); return true; } - else if (event.key.keysym.sym == SDLK_p) + else if (event.key.keysym.sym == SDLK_m) { - music.toggle(); + music_->toggle(); return true; } - else if (event.key.keysym.sym == SDLK_y) + else if (event.key.keysym.sym == SDLK_PAGEUP) { - Mf::Engine::getInstance().pop(); + mRay.direction = moof::rotate_vector_2D(mRay.direction, + moof::rad(10.0)); return true; } + else if (event.key.keysym.sym == SDLK_PAGEDOWN) + { + mRay.direction = moof::rotate_vector_2D(mRay.direction, + moof::rad(-10.0)); + return true; + } + else if (event.key.keysym.sym == SDLK_r) + { + loadSceneLoader(); + advanceScene(settings()); + return true; + } + return state_.heroine->handle_event(event); case SDL_KEYUP: - heroine->handleEvent(event); - break; + if (event.key.keysym.sym == SDLK_ESCAPE) + { + parent().remove_child(this); + return true; + } + else if (event.key.keysym.sym == SDLK_h) + { + add_child(mHud); + return true; + } + return state_.heroine->handle_event(event); case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: - camera.handleEvent(event); + state_.camera.handle_event(event); return true; case SDL_VIDEORESIZE: - setProjection(Mf::Scalar(event.resize.w), Mf::Scalar(event.resize.h)); + projection(event.resize.w, event.resize.h); break; } @@ -141,17 +273,15 @@ bool GameLayer::handleEvent(const Mf::Event& event) } -void GameLayer::setProjection() +void GameLayer::projection() { - Mf::Video& video = Mf::Engine::getInstance().getVideo(); - setProjection(video.getWidth(), video.getHeight()); + projection(video().width(), video().height()); } -void GameLayer::setProjection(Mf::Scalar width, Mf::Scalar height) +void GameLayer::projection(moof::scalar width, moof::scalar height) { - camera.setProjection(cml::rad(60.0), width / height, 32.0, 2500.0); + state_.camera.projection(moof::rad(60.0), + width / height, + SCALAR(1.0), SCALAR(200.0)); } - -/** vim: set ts=4 sw=4 tw=80: *************************************************/ -